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Messages - Johasu
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51
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 04:52:08 pm »
I did actually but it was implied rather than directly pointed to.
To clarify and go further:
The legs look out of perspective, they are stiff and flat as opposed to every other portion which has some rounded angled approach.  It's certainly ok to have long lengths of metal that aren't angled if they are indeed flat like that, but both within the context of the image itself and for the sake of ambulation the legs of your robot need to have more variance to form and shape.

There are no visible joints.  At first glance it seems to stand stiff on these legs and wouldn't be able to move them.  Hip and knee joints would improve this.  There is also no clear ankle/foot definition which would help as well, though on the forward facing angle those might be harder to define.

From a realism standpoint the legs seem too long and skinny to be able to support the thick upper body and overall weight of the machine.  It needs some way to balance itself through both ambulation and any sort of action and combat it would conduct.  Shorten them some, thicken them up, and give them joints.

The inconsistency in shading style between the upper body/arms and the legs and head stand out really poignantly.  If you can manage to bring them together so they don't feel like they are created differently it will bring some cohesion to the piece as well.
 :y:

52
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 04:19:54 pm »
It is intentional.
As a general critique of your workflow, it seems you are going out of your way a lot for something you intend to remove.
The gradient shading could just as easily be a single color fill on each plane intended to show the general shape.  Many artists begin with a general shape and work detailing into their piece afterwards.
Lining out a shape filling it with gradient colors to help you determine form and then recoloring over the entire thing later when you associate a light source is a sort of
A>B>L>M>C approach.  (Again... it seems to be going out of the way.[a lot])

It's fine to say it's a WIP and avoid critical assessment of existing flaws, but it's a good way to learn.  The process itself is part of the art.  Refining technique as well as the end result is a great way to develop your abilities.

I dig robots.  Looking forward to seeing where it goes.   :)

53
Pixel Art / Re: Pterodactyl Mobile Suit design ~ OCTO FORCE
« on: February 02, 2015, 02:33:14 pm »
When you are learning it is often best to work on smaller pieces.  The larger a piece is the more work an edit will take to complete.
In the case of your piece here it would likely be best to focus on a portion of it  (top half/head/torso/maybe all three at once) for a while until you make some solid progress on the basics.

You are using far too many colors to be able to adjust this with any sort of ease.  All of that gradient shading has given you 115 colors to work with when the piece could likely be done with 6 or 8 rather easily.
You don't have a clearly defined light source.
Beyond that you have problems with consistency.
Some portions of your machine are rounded with shading while others are very flat in appearance because there is no shading at all.
The torso area is full of multiple planes which portray a shape that is easy to pick out but the legs themselves are entirely done with a singular plane down the length and an outside edge angled back.  The effect is making your legs and torso feel like two separate entities.  Almost in different perspective angles.

My recommendation would be to take the legs out.  Probably the arms too for now.  Work on your shading and defining of forms with the torso where you have the strongest indications of form.  Lock in a light source.  Then move outward after you have made progress there.

54
Pixel Art / Re: Monastic Fortress Mock-Up
« on: February 01, 2015, 06:16:33 pm »

Thanks for the ideas Wes.  When I said I haven't applied shadows, I meant any sort of cast shadows from the angle of the light.
They are still toying with the idea of how to apply their shadows and I haven't created any for the assets.  However, the point of giving the angled portions of the building some more highlighting and shadows is a great idea.

I have done this and edited the poor stones on the parapet that were so out of whack.  I kept the shaded side a bit subtle.  Is that not enough?
Also I have addressed the tiling in the grass to give it a bit more of a randomized look.  Created with 4 grass tiles arranged randomly.

I will add shadow casting under some of the objects  and perhaps expand the building itself outward with some more features. I want to put a shingled type of roofing on the uppermost steeples.  Perhaps some sort of baked slate.  The perspective and angles may prove to be a challenge for me.

55
Pixel Art / Re: Some platformer mockup.
« on: February 01, 2015, 02:36:36 am »
If you take the brightest highlight off of all the elements of the background that are intended to be only background it will help some.  Maybe leave the shine on the robo and maybe the consoles if you can interact with them.  The platforms.
Currently your sprite is in a competition with your background and he is losing horribly.  If you leave the brightest ares for platforms you can actually stand on and function with you will see a much higher range of readability for people.
I personally like the yellow and cyan contrast, but your sprite is not contrasting with the background at all so he disappears in there.
You have given your sprite a dark bordered but filled him with a much weaker color. As a result his border is sort of washing out into the general darkness that surrounds him and his insides are being consumed by the darker colors.  He seems tiny and insignificant because of this. Toy with the idea of a different color entirely for the sprites uniform.  Magenta compliments cyan so swing that way if you are willing and he will pop out.





56
Pixel Art / Monastic Fortress Mock-Up
« on: January 31, 2015, 10:49:00 pm »

Picked up this project that had been started and dropped by a previous artist.  The tiles used are mostly mine. All except for the plants (trees, bushes, and flowers). These plants I have edited with some revisions to keep them more in line with the direction I took the project as a whole.

The owner of the project is rather pleased with the assets I have provided but I am in no doubt that it can all be improved and taken to new levels.
I would really appreciate advice and general critique on anything and everything which I can improve on so I can grow with this.  Hoping to push my ability further.

Note:  I'm aware that the bricks on the curve portion of the parapet need some work.  I haven't filled their angle outward to maintain their shape.  Also no shadows on this mock-up as there has been no determination for how shadows are to be done in the game he is making.

57
Pixel Art / Re: Mr. Tortoise
« on: January 17, 2015, 02:36:41 am »
It's ok.  I saw what you meant before it went down.
I will be working on an edit this weekend when I have some free time.
Thank you.

58
Pixel Art / Re: Mr. Tortoise
« on: January 16, 2015, 05:09:28 am »

Reference:  My old link is broken. http://blognostics.net/wp-content/uploads/2011/09/animal-tortoise-turtle-ucumari.jpg
Finally got some time to work on an edit of this guy.
Been looking at it daily, agonizing over what to do with it.
Started by reshaping the head some and hacking off that horrible undercarriage that looked pasted in.
Applied a brighter highlight to the top and focused on capturing some of that glare that is in the reference.
Shaping and defining.  Worked with the colors to push the grooves and creases in and bring the raised portions out more.
Tried to rework the eyes so that they were angled back more and further up on the head.  Feel like the right eye (its left) needs more angling attention.
Raised the nose.

It looks a bit shorter than the other one (chin/neck is missing) but the shape is more correct and I am applying detailing to both sides rather than mirroring.

Now for the critique part.  Better?
Anatomy is closer for sure.
The nose.  Can I capture this brown/pink look or should I make it a light blue on the pink portion?  It contrasts heavily with the scale colors and I'm still no master at bridging colors well.

The neck.  I tried it again but scrapped it.  This is hard.  Any thoughts on this?  On the reference it's a kind of fleshy white/pink that hangs down and is stretchy.  Aside from the color change it's difficult to go from the chin which is very dark because of hard scales to this other surface which is a brighter color.
When I try as on the first version it begins to look like it is not part of the same as if it were glued on like a sticky beard.

Appreciate any feedback.

59
Pixel Art Feature Chest / Re: Light Cavalry
« on: October 14, 2014, 05:16:42 am »
His left forearm definitely feels longer than his right.
Maybe you can pull the elbow on that left arm forward some to shorten it up.

60
Pixel Art / Re: Mr. Tortoise
« on: October 12, 2014, 10:57:13 pm »
Thank you so much for the edit.
In the beginning this was a 1hr challenge.  You are quite right that I began detailing before I had the form down.  I started with an eyeball and worked from there creating the entire form at the detail level as I went. The chin was the worst part previously as I was using another color type for it and it looked REALLY flat and out of place.

Definitely going to give your suggestions a run, since yours looks a lot more like an actual tortoise and mine looks like some weird tortoise/frog sprite with a poofy neck.

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