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Messages - Johasu
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21
Portfolios / Pixel Artist Open for Commissions
« on: September 16, 2015, 02:42:07 pm »
Freelance pixel artist available for commissions.
Message me for a negotiable competitive quote today.
I have worked as a lead artist on one finished and released title available on steam.
ZKW Reborn Steam Link
We continue to actively update and add further content to this game.


         











Check out my gallery and ask about anything you might like to have done.
http://johasu.deviantart.com/gallery/

You may contact me here via response or pm
or through anyone of the methods listed below.
deviantart: http://johasu.deviantart.com/
facebook: https://www.facebook.com/joshua.gossage
skype: johasu232
twitter: @Johasu232
LinkedIn: www.linkedin.com/in/Johasu

22
Pixel Art / Re: Person drawing practise
« on: August 20, 2015, 01:27:24 am »
I started out only wanting to learn how to do pixel art as well.
Nearly every person who has spent time learning how to pixel art will tell you the same thing.

General art principles and skills are incredibly helpful. The time spent practicing drawing will naturally bleed over into direct pixel art development.

23
Pixel Art / Re: [C+C] [WIP] Baddie for game critique thread. Thoughts?
« on: August 19, 2015, 11:49:47 pm »
Don't be afraid to play around with the anatomy.
A few tweaks and some rounding can really make a difference.
I made a quick edit playing around with it myself.
Rotated that back hip more forward facing, pulled the shoulders out and made some changes to make the arms feel stronger.
Gave the back a bit more length so it wouldn't feel so elbowed in the midsection.

24
Pixel Art / Re: Need tips on a hi-res space planet
« on: August 15, 2015, 06:55:20 pm »
You have some confusing elements to the composition of your scene.
Is the viewer positioned above watching the ship below?  If so, then the planet is presumably below the ship and it is flying over?

With no light source behind or below the planet it wouldn't show much of a radiant haze for the atmosphere.  Unless the planet itself is glowing.
Any light you see in space (anywhere actually) is reflecting off of something.  Even when it is passing through, the color you see is hitting particles and bouncing off heading in your direction.  Most of these pieces that show planets with a haze around them, are showing the atmosphere of the planet.  It is reflecting light from a nearby star usually. How bright it is and how large the haze is depend on both the angle of the light's approach and the general size of the planet.

You have to think about how "high" the atmosphere is on a planet like this for you to nail down a sense of how thick that haze should be.
It wouldn't all be a perfect spherical bubble around the planet either.  You would be better to try to capture a feeling of fog perhaps.
Brightest at the edge of the planet where that atmosphere would be the thickest (more to bounce off of) and fading out gradually.

Suggestion, shrink the size of your gradient bands, they feel huge.
Try to bring your contrast down some between each color.
Try not to be so perfectly circular on the gradient boundaries. Those long straight lines stand out to the human eye really heavily.

25
Pixel Art / Re: Critique wanted if possible
« on: August 13, 2015, 03:13:31 pm »

That darker color you are using on your standard bricks is really contrasting with the other two colors.  It makes the bricks look really rough and broken or like they have something on them, such as paint or patchy mortaring.

A suggestion for shifting that darker shade to something more subtle.

Also you might think about giving your gray bricks a bit more attention, they really stand apart from the other bricks as they are so clean and pristine by comparison.

So far your light source is only from a top down angle so an angled shade on the windows isn't the first direction I would go.  Cast the shadows downward and see how you like it.  I did a quick and extremely simple adjustment to show you what I mean.

26
Pixel Art / Re: [finished for now] temple
« on: August 12, 2015, 04:02:47 pm »
Very nice.
Cleaner than my sloppy version and it has a subtle ambiance to it that helps the mood rather than taking attention away from it.
 :y:

27
Pixel Art / Re: [C+C] Title Screen Conundrums
« on: August 12, 2015, 04:19:06 am »
My biggest concern with the composition isn't simply the competing elements all struggling against each other but the contrasting style of the elements themselves.

The chromed "Super Toaster Guy" portion is incredibly controlled when compared to everything else on the page. So much so that it makes every other element appear to be of considerably lesser quality.

Another thing that catches my eye is the angle of the lighting/shadows on the chromed Title isn't consistent with the lighting shading of the elements that are set directly on it.
The shadows cast down and to the left behind.  The sprites sit on top it but their shading is to the right.

28
Pixel Art / Re: [wip] temple
« on: August 11, 2015, 10:50:53 pm »

I don't know that it will help you any but I felt like the light shifting would be more extreme at the furthest range of the lights reach where it just barely touches the shadows.
For example the ceiling highlights and the decorations where you have some lighting cast up there.

I played around with it on the left side to explain what I mean.
Was done quickly.
I noticed you have a couple ghosty pixels of your sky color in the architecture up there too you might hunt for.  :)

29
Pixel Art / Re: blocky animation experiment
« on: February 11, 2015, 03:31:19 am »
I honestly feel like the extending the foot out the back bit seems to make him look like he is backpedaling.
Maybe it's just me but it feels like the lower portion of his leg is longer when the leg is back so it looks like it is reaching.

30
Pixel Art / Re: [C+C] Muscular Enemy Idle, Running (WIP)
« on: February 10, 2015, 06:29:02 pm »
You have really exaggerated the swing of his body.  He is turning his shoulders in so much when he brings an arm forward it's like he is twisting his entire body as he runs.
It looks uncomfortable.  One arm is swinging up all the way to his face/eye level and the other is more around his chest/neck.

on the Idle stance I think your shoulder looks funny with that long flat line of pixels that drops off at a sharp corner.  Maybe bring that in a pixel or too to round it more.
The back arm seems really straight and offset compared to the arm closer to the viewer.
Your chest muscles are pulling completely in rather than expanding and retracting.  It seems like a lot of movement for that muscle group.  Especially with the complete shifting of the group to the left and right as he cycles his breath.


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