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Messages - Johasu
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121
Pixel Art / Re: [WIP] Skinless Cyber Monster
« on: February 14, 2014, 09:43:56 pm »
Work smaller starting out.
Working on huge images like this is daunting when you don't have a strongly developed skill set to work with.

122
Pixel Art / Re: [WIP] Skinless Cyber Monster
« on: February 14, 2014, 05:33:26 am »
Just some ideas...
Muscle is meat. Look up some roasts and such.
http://stock-image.mediafocus.com/images/previews/raw-beef-roast-34041001.jpg
Muscles on different parts of the body are shaped differently as well. They don't all look so striated as you are depicting them.

Up close muscles are a bit translucent. The light doesn't reflect off of meat as brightly as you are showing it because of this.

123
Pixel Art Feature Chest / Re: Xedrai's sprites
« on: February 14, 2014, 05:15:15 am »
@Vakinox ~It's been my experience, despite being quite terrible and presenting work that was likewise terrible, that if you continue to work at it and post edits showing your efforts, someone will eventually chime in with advice.  You don't have to have a straight up edit from a master to take advice and improve and even people with very little skill are willing to point out the things that seem off to them.
It's unfortunate that you feel the way you do Vakinox.  I feel as if I have grown immense amounts in the short time I have been participating in this forum.

It's a skill that requires time and practice.  Like any skill the best way to learn is to just do.  Look at how others did things and try to pick it apart.  Keep trying new things until it begins to work.  The members of this forum aren't obligated to respond to any threads, that I know of.
_______________________________________________________________________________________________________
On topic:  It feels odd to me that your weapon, armor, and other elements are all at odds with one another on perspective.  The anvil stands up with the well and the troll.  The helmet is sitting up at a different angle or is it laying down on it's back?  Now the armor is straight forward.
Maybe these are typical of the perspective/style you are going for. (I don't know)

Are you constructing the sprites within the dark border line around the outside?  The black border will eat up some of the value on the colors you are using which is partly why you are struggling to create curves and angles (and needing so many colors).

124
Pixel Art Feature Chest / Re: Creature from Hell.
« on: February 09, 2014, 06:25:37 pm »
It is cheating.
But, you are already kinda doing that by framing your image around the reference so closely. Everyone was talking about how you were getting caught up in lines and then filling them with color, and you are templating your image by looking back and forth.  I was just suggesting a method that might help you get into shaping more than filling in outlines.

Either way you go about shaping the image, the most growth you experience will be on the contents within.  Not the black line around the outside.  Your way isn't wrong. It may help you get better at drawing gradually. I think that it is limiting you a bit, as I have noticed that method does on my own efforts when I try it.

Ymedron has a good point about altering the pose or picturing it from another direction to help you visualize the form.

There is nothing wrong with practicing the process on any level.  The best way to improve is to pixel a lot. :)

125
Pixel Art Feature Chest / Re: Creature from Hell.
« on: February 09, 2014, 05:27:53 pm »

This took about 30 seconds.
You could always grab a selection by color of the reference images background ( white in this case) and then paste it onto a colored background to get a rough shape of what you are drawing. It's almost instantaneous, though it removes the aspect of really drawing the shape.  If you resize it and clean up the choppy edges from the resize and the .jpg pixelation on your reference image you get a solid blob of color shaped fairly close to the reference that you can then work on detailing without border lines.
Since you are working from such a close reference, it seems like a much faster way to get started.
Also...
I have been learning that working with black lines can be a hindrance. They immediately shadow the outline of your creation/piece and give it a flat/embossed look right from the start. [Sorta like a sticker with a shadow around the edge]
Working from a shape of color seems to work much better for keeping your mind wrapped around shaping the piece with colors rather than borders.
It's better to fill the inside and then trim the edges to look like the reference than the other way around, I think.

126
Pixel Art / Re: Water and underwater animation
« on: February 08, 2014, 03:42:00 pm »
http://www.youtube.com/playlist?list=PLezpCwYgD_yvJL35X8IacEkjovlCLwh4p
I found this guy on youtube.  He has a lot of stock amazon river underwater footage.  I'm sure if you spend some time skipping through his videos you can find a lot of really cool inspirations for things to liven up your water flow.   :lol:

I really like the dingy water color you have going on btw.

127
Pixel Art / Re: Mountain River Scene/ Cave Scene Now[C+C PLZ]
« on: February 08, 2014, 04:52:16 am »

I did this cave before the mountain river.  I was going for a dirt floor and cool stone walls.  I came up with this brown/blue color scheme.  I'm particularly frustrated with the closest wall segment :yell:, but happy to take comments and criticism on any and all factors of the piece.

Is the color setup ok as it is or is the floor too far from the blue to feel acceptable to the imagination?
The way I did those crevices within and contours on the nearest wall feel way too contrasted to me.  Advice on how to fix it?  Is it simply a matter of adding a few more colors to lesson that sharp edginess between the colors?

Thanks ahead to anyone taking the time to throw advice or input.
Still taking advice on the river too if anyone sees anything that I can improve upon drastically.

128
Pixel Art / Re: Girl with a gun - Shooting Animation [WIP][C+C]
« on: February 07, 2014, 11:02:16 pm »
The large orange cluster on her chest catches my eye a lot.
I'm not sure if it's supposed to be part of her shirt or a bit of flesh tone, but it feels....  out of place sort of.

129
Pixel Art / Re: Water and underwater animation
« on: February 07, 2014, 07:11:31 pm »
Just some thoughts that might help. ::)
Underwater you wouldn't see the actual flow unless there was something bending or reflecting light within it.
Below the surface it will appear sort of as the sky does though diminished. Flow would likely be captured with particles or elements within the water moving or drifting. If there is blurring from light within the water that is likely from variance in the refraction from light hitting the water. That's why shallow ocean floors have that very attractive rippling light effect.
Examples of underwater elements to simulate flow[bubbles, sticks, leaves, silt, plants along the bottom waving in the current.]
The look you have now gives off an appearance of surface shadows (top down/45 degree angle perhaps)  Try going for a transparency feel and put some other elements in.
I remember Donkey Kong Country 2 or 3 having really great water visuals.  Check that out maybe.

130
Pixel Art / Re: Need criticism big time
« on: February 07, 2014, 03:28:35 pm »
I started out with really flat uncontrolled images as well.  I could picture in my mind what I wanted, but all my efforts were really terrible smears.
The best thing you can do is study the basics.  Principles of shading, depth, and lighting are key in pixel art just as they are in any art.
Look at Dragon Warrior/Quest sprites and try to understand why their sprites look the way they do.  There are a lot of key ingredients in their sprites that capture that feel.  You are using the two-tone shading but you aren't capturing a drop of the symmetry which is key in their sprites.
Control the size of each arm and leg, each eye, think about the symmetry.  Why should one leg be bigger than the other?  One arm longer than another?
This is a factor in all of your sprites.  You aren't exercising control over their proportions and pose.
The singer guy's feet are way out of proportion despite being at basically the same distance.
HippoGuy's legs are similar in size at some points and not at others despite not being near each other in pose.
Your Boxer's head is lopsided.
[These are just examples of the lack of control.]
It takes a lot of time and effort to practice this.  Keep trying.  Think about why it looks wrong.  Think about why the work of other's looks right. See what they are doing that you aren't.  And what you are doing that they aren't. :y:

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