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Messages - Johasu
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41
General Discussion / Re: Preventing Eyestrain
« on: February 05, 2015, 02:51:42 am »
Then don't.
I can't quit my job.  >__<

But, I am really working on trying to get away from it a bit more than I have been.
I will check this Work Rave setup out too.  Thanks.

(Update on F.Lux:  It's great.  But totally true that I couldn't use it on anything color focused at all so it will be a nice easer for down times and when I am working with text and correspondences.  Thanks for the resource find guys.)

42
Pixel Art / Re: Sword and shield
« on: February 05, 2015, 12:48:45 am »
You can always use Graphicsgale to quickly sample the palette out if you are looking for stray pixels and that will give you an idea of where the extras are.
If you see 10 of the "same" color on the palette you know where to look.
A simple fill with 0 tolerance will quickly find the stragglers.

43
Pixel Art / Re: Mr. Tortoise
« on: February 04, 2015, 11:33:42 pm »
  Reference:http://i.imgur.com/3ZHWfLE.jpg

Still working on this.  Trying to bring him closer to the real thing.  Not worrying so much about detailing until I have the proportions and form down.
Mostly focused on the shape of the eyes, nose, and mouth still.  Positioning of them as well.
Brought the shape of the head less outward as it descends.

44
General Discussion / Re: Preventing Eyestrain
« on: February 04, 2015, 11:22:43 pm »
I am trying out F.lux today to see how it works.
I'm interested in seeing the impact it has and if it will be impossible to use.  Especially if it's something I can use to help save my eyes some stress.
It has a "disable" toggle on it so maybe I can go back and forth or something.

Thanks for the input on blinking.  That's one of those things that you know you aren't doing enough when you think about it but immediately forget to do again when you get busy and focused.  Im making a conscious effort to blink more.  Maybe I can train it into myself.

45
Pixel Art / Re: Sword and shield
« on: February 04, 2015, 08:31:31 pm »
Yes.
The jpeg compressed the image.
You can't recover what was lost when you saved it that way.
The png will save at the jpeg's quality.  It's not a 2-way street.
You are effectively working on a blurry image now.

46
General Discussion / Re: Preventing Eyestrain
« on: February 04, 2015, 07:03:38 pm »
Thanks for the tips Joe.
I try to drink a lot of water, especially when I am up late.  It seems to help everything run better all the time.
I've never heard or read anything about sugar causing eye degradation.  Interesting.

I've been trying to take breaks more often.  Intermittent but.... probably not nearly often enough.

Even with the breaks I work at my computer most of the day and I'm really hoping to find ways to reduce the overall battery my oculars are taking.


47
General Discussion / Preventing Eyestrain
« on: February 04, 2015, 05:36:32 pm »
So, the more I find myself working on art in general the more I find myself staring at a monitor all day.  I've gone through my settings to adjust everything to prevent so much white and bright colors on my windows.  But it only helps when I'm moving through them.  Not specifically art itself.

I learned long ago to avoid backgrounds that are too bright or too dark while you work on a piece because it can inhibit your color choices and detract from your sense of how well a sprite/object/whathaveyou actually reads.

Has anyone spent some real time focusing on finding that sort of optimum color for working on art for extended periods of time.  A color that just seems to work best for both art and not stressing your eyes?

My first thoughts would be that grey or green would probably be best and I often use a sort of middle saturation level green unless I'm working on coloring something green.

Any thoughts?  Im a bit over-sensitive to yellow tones for some reason.

48
Pixel Art / Re: [C+C] Character Mugshot Thing
« on: February 02, 2015, 05:19:32 pm »
Looking good.
I really agree with wolfenoctis's suggestion about pose.  She seems like the angle of her legs would have her very off balance especially with that heavy armor on.

49
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 05:15:38 pm »
I don't mean to sound like a dick, but I asked about my car and you offered advice about my boat, my house, and my girlfriends attitude.
It's really hard for me to do form, color, and shade one piece and then do another piece and make them match.
To complete your analogy, you asked about your life and then focused on your car.  I pointed out that you had more than the car to worry about and gave you pointers one what to do about the entire set of problems.
This all comes from practice and is why I mention that you should work on one small piece until you have a firmer grasp of form, color, and shading and then extend your piece or work on a large piece from there.
Ideally you wouldn't begin with such a large composition and you would focus on the fundamentals that are required to accomplish your goal rather than trying to get it to look right first and then backwards working your way towards securing those fundamentals.

I started out this way.  Took a lot of work and rework to learn that I should discard some of my ideas about how to go about creating a piece and adopt new ones even if they seemed really difficult.  Most of the things one tries in the beginning are actually bad for your art and the process of making it.  In the end it's all about practice practice practice though so keep going.

I really recommend that you work on a small portion of it and then move forward.
For knee and hip joints in robots look online at big robots.  Zords from power rangers, Transformers, and Gundams all have this sort of blocky shape to them.  They would be good examples of things to try.

50
Pixel Art / Re: Underwater rock tiles [C+C]
« on: February 02, 2015, 05:04:49 pm »
Saving an image in .gif form can often compress the colors (256 total I believe).

My biggest thought is that for a pile of rocks it is very symmetric and square edged.  If you have to stick to a squared tile set like this it might benefit the work to have a bit more random edging on the border tiles to make it feel less intentionally placed.  What you have sort of gives the appearance of a box of stones looked at from above.  Perhaps give the border tiles a bit deeper shading to make it seem like they are descending more?

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