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Messages - Johasu
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61
Pixel Art / Mr. Tortoise
« on: October 11, 2014, 10:58:29 pm »

Spent a couple hours on this guy today.
Looking for some feedback on how to improve it.
I started out using this as a reference http://eswalls.com/wp-content/uploads/2013/11/picture-animal-tortoise-turtle-ucumari.jpg
Tried getting a lot more of the brown, yellows, and pinks in but I was having a lot of trouble nailing that bridging effect and the effect was reading like vastly different elevations of terrain and flat surfaces.

I feel like Im still not getting enough depth to his jowly under chin area.  Like... it looks stuck in rather than as if there is depth there.
Also... Mirrored down the middle. I know.  Im ok wit the top downish lighting.  May go in and do some anti-symmetry touches after I have got the chin feeling right.

Anyway...  Looking for all kinds of comments, criticisms, or other such thoughts on what I could do.
Btw Long time no see.  I've been really swamped at work for the past few months and have had no time to post anything at all.  ^__^

62
(btw, is there a way to paint-bucket non-adjacent zones in Paint?)
I work with GraphicsGale mostly.  Sometimes when I am in a hurry to change all of one color very quickly I set the transparency of the layer to something absurdly out of place like HOT PINK and then use the color selection tool to grab all of the color I want to remove and just ctrl+c.  It turns the entire area of that color to the pink transparency.
Cut the entire image
use a fill to the entire empty image to new color and paste old image over the top.

^ It may not seem very fast from reading it but it takes about 2 seconds on the largest of images that I work on and I can change an entire color arrangement in no time.

63
Pixel Art / Re: [C+C]Some small sprites
« on: May 03, 2014, 09:41:24 pm »
I like that the new tiles are cleaner and don't feel as noisy.  They were quite distracting before.
The skeleton color tone could maybe go a light gray to shaded blue(maybe?) to help differentiate the sprites more.  The yellow/orange color didn't read immediately as bones to me.  Gray would probably blend too much with your already gray elements but if you go highlight and move towards blue in the shade it might stand out in a fun way.

@ Alp
It's in mind.
I did some 16x16 retro play a month or two ago and it turned out to be a great learning experience. I have found that limitations are usually better for learning than giving yourself unlimited resources. When I said that there was only so much you could do with sprites that were so small, I only meant that it's not as easy to apply "rules and concepts".  And by that I mean that the smaller you go the more interpretation you use on shapes and form.  It's harder to criticize the technique used in those cases.
Poor choice of words on my part and I own that. No harm done in calling me out on it.   ::)

64
Pixel Art / Re: [C+C]Some small sprites
« on: May 02, 2014, 11:06:29 am »
Pixel art is as much about patience as anything else.  Trying different things is good practice.  It may look better before you try something, but you really can't know until you do.

@Johasu
Lies and tomfoolery! If 16x16 was so limited, people wouldn't still be developing new ways to draw characters at that size!
:'(  My apologies!  I was of the opinion that we had finally reach that point at which the 256^3(16!) approximate combinations were winding down.   :lol:


65
Pixel Art / Re: [C+C]Some small sprites
« on: May 01, 2014, 09:39:48 pm »
There is only so much you can do with sprites that are so small.  Critiquing these are a bit difficult because of that.
You have bits of color that are very close together as in the two gray's on the shirt and the tones on the head.  If you widen the contrast between those colors they will stand out more.  Also the black lines you are using on such a small creation will make them seem even smaller.  Attempt to use a much darker version of a similar color as the content of the sprite.  For example: DARK gray border on the shirt instead of a black line.

66
Pixel Art / Re: Animation Practice?
« on: April 26, 2014, 02:49:23 pm »
Revitalizing this thread under the recommendation of PilePixelDriver.  I am beginning to practice animation from the ground up.

I created this just testing how extensive I could go with an animation and how smoothly I could get things to seem to flow.  So yes it is simply a sliding animation.  My concern is the speed at which it flows.
There are 64 frames.  Are there any general rules that I should follow to make it flow smoothly across the screen?
Would it have worked better with fewer frames but larger transitions between the frames?

67
Pixel Art / Re: RPG Run Cycles: Huge Perspective Problems! DX
« on: April 26, 2014, 02:24:06 pm »
Just some thoughts:
What I am seeing is that the arms flow fully in front of the body with each pump but the legs only appear to reach straight down to the ground.
That coupled with the heels and lower legs moving up parallel to the ground gives a sort of running in place feel.
The arms are swinging super wide too.  It looks awkward because I think if you tried to run this way you might fall down.  I think it would take someone with good balance to manage a run like this and it would be uncomfortable.

The skirt also conveys a sort of flopping back and forth of her balance because it swishes so vibrantly to the sides.  I'm not sure running would make a skirt flop back and forth this way.  It seems more logical that it would billow slightly outward as the wind kicked it up in the back.

The more I look at this the more it looks to me the way a person runs in the water.  Arms wide to keep balance against something dragging their legs down.  Legs not moving as far because they are meeting resistance.  Exaggerated steps on each side to drive body forward against that resistance.

Maybe it will help.  Animation isn't a strong point for me at this time.

68
Pixel Art / Re: Sunset Background
« on: April 25, 2014, 03:15:52 pm »
Any worthwhile exercise is acceptable if it helps me become more understanding and capable.

The reason I ask for advice on how to fix the original is because I have a feeling that remaking it, the atmosphere will be entirely different.
The cohesion between the front layer and the castle layer is really nonexistent.  They are two entirely different styles of work and don't mesh without some sort of bridging of the two to bring them together.

Maybe I'm being a bit harsh with that assessment, but I feel like it is true.
I will go through some remake at composition level and post them for advice on how to move forward.
Are there any resources I could use (books and the like) that would teach me more directly about composition awareness and setting up scenes in the way that you broke down the original for me earlier?
I appreciate the help.
I will be taking into account everyone's advice as I move forward.  See if I can put it all together!

69
Pixel Art / Re: Young woman sprite
« on: April 25, 2014, 11:28:15 am »
This thread continually reminds me of this scene from Jurassic Park.
Maybe her body motion can help...
https://www.youtube.com/watch?v=PscRUlsvhtI#t=166

She is sorta running and I feel as if it is fairly exaggerated, but it's not an unbelievable performance.

70
Pixel Art / Re: Books and tutorials specific to animation?
« on: April 25, 2014, 01:44:03 am »
Super awesome PixelPiledriver.  Thank you for the resources. I will definitely drag some new activity into that thread in the next day or so.

I will read this book and soak up what I can too.  Thanks again.

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