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Messages - RedSuinit
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21
Pixel Art / Re: [WIP][C&C] The Last Alchemist Artwork.
« on: September 29, 2015, 05:07:52 pm »
Haven't had any time to work on this over the weekend, but manages to squeeze in about an hour of work to this. Can't decided if I want to do statues, or carving in the wall. Also looking for any other C&C.


22
Pixel Art / Re: [WIP][C+C] Mockup of 2D platformer
« on: September 28, 2015, 07:18:54 pm »
This looks really good, but since you are using a jpg no one will be able to help you much.  We are seeing your image through scum.  Use a loss-less format such as png.

Agreed. Yesterday when you first posted it seemed to be a png, because I remember seeing a crystal clear image. Now it's muddy and hard to make anything out.

23
Pixel Art / Re: [WIP] [C+C] Tile set mock-up
« on: September 26, 2015, 10:15:54 pm »
You really need some hue shifting in this image, the palette feels very stale. Take your darker shades more towards the purple/blue spectrum and your highlights towards green/yellow.

24
Pixel Art / Re: Reading Goatman
« on: September 26, 2015, 09:29:48 pm »
Fur on a resolution like that is not very easy to get, like you probably noticed it can introduce a lot of noise and unintentional dithering, which distracts the eye and doesnt really convey the intended texture. since you dont have a lot of space to work with its more effective to only hint at a furry structure but its still easy to poke holes into the surface to make it look wrong.

All in all your colors were all very close hue-wise which makes it seem pretty bland.

Rosiers remark is pretty accurate too. i didnt even realize this on the first look but you really use a lot of diagonals and straight lines which makes it seem pretty stiff.



I attempted to address all the issues mentioned in the edit. (although i cant manage to fix his left arm :P)

I think the left arm looks off because you have the coat opening up so far. It's as if the arm is sticking out from the inside of the jacket, but somehow still in the sleeve.

25
Pixel Art / Re: [WIP][C&C] The Last Alchemist Artwork.
« on: September 26, 2015, 07:14:59 pm »
Here's a link about value studies that seems decent:

http://davidmkessler.com/blog/23789/value-studies-the-artists-essential-tool

There's also a bunch of folks doing them in the daily sketch thread, if you feel like browsing that for a while. Putting color on top of a value study is actually rather easy, don't worry about that.

This helped a lot for this next edit. I realized that I had the platform and the ground with the highest contrast/brightest colors, which pulled all of the attention away from the characters. Thank you for sharing that with me.

I'm quickly falling in love with Pyxel Edit for tilework. This is about 2 hours worth of work total. Meant to be viewed at x3 resolution.


26
Pixel Art / Re: [WIP][C&C] The Last Alchemist Artwork.
« on: September 26, 2015, 05:39:19 am »


Purchased a copy of Pyxel Edit, and I must say I like this program a lot for doing tile work. Just messing around for a bit, after about half an hour I had this.

27
Pixel Art / Re: [WIP][C&C] The Last Alchemist Artwork.
« on: September 25, 2015, 01:09:57 pm »
When stuff starts to look worse as you go, that's when you're learning! We all know how hard that can be, but it's a necessary evil. Basically, before that, you're too bad to notice how bad it is. As your skill increases, you start to notice how bad everything looks, but you're not good enough to fix it yet. Then after practice, it becomes possible to fix those issues. You're super happy about your art, until it starts looking bad again. Repeat.

Without this cycle, learning is impossible. People who are content with their art tend to be stuck and hardly improve. People who only see their art as bad have the same problem. You need the cycle. Notice that "bad" and "good" are relative terms. Most artists that are highly praised craftsmen still go through this cycle (though it slows down of course, but that only makes the "I'm bad" parts longer) and their "bad" is different from your "bad", but it might be possible that neither of your "bad"s will be perceived as such by a large audience.

As for the background, the problem is value. If you blur this and grayscale it, I will have no idea what I'm looking at. Throw the colors out for now, forget the architectural details, just try to make a grayscale mockup of the general form you want, using a large brush. Then you start refining. Right now, the mountains are higher contrast than the building for example, so I have to strain my eyes to pay attention to the building.

Well, the mountain background is mountains, and a city on the side of the mountains. That's where all the contrast is coming from. What could I do to remedy that, and how will working in gray-scale help me remedy that? If I do work in grayscale, how do I go from grayscale back to color?

Quote
What do you mean by "tile work without tile support"?

Try Pyxel or Pro Motion.

Here's an example of creating tiles in Pyxel.
Keep in mind the way he's building them is not a very good process.
It's better to create a rough scene and then break it down.
But it serves as a good demonstration.

I want to make you aware of these other options because not too long ago I didn't really care for tile work.
I'm a complete beginner when it comes to environments, entirely because I found the process to be very... blah.
Maybe you have a similar story and that's where a lot of your time sink and frustration is coming from.

Using Graphics Gale, it felt like a hassle to keep all my tiles in the scene up to date.
I would quickly get bored with copy pasting new versions of tiles already in use.
Example of me getting bored and dropping out once things started to expand on Graphics Gale.

After learning Pro Motion, I find tile work to be a lot of fun.
I can draw on large areas or small portions and everything is updated automatically.
This allows a lot of freedom to be creative and work on a bigger more scene complete scale.
Example of me having fun and building a much fuller image on Pro Motion.


Alternatively you could use Smart Objects in PS to achieve a similar work flow.
But I find it to be not as smooth.

Quote
but I want people to see this and go "Holy crap that looks incredible."
Yah, dial that down a bit.
Don't let your passion bleed into expectation.

I will definitely have to look into that, and see how it feels.

28
Pixel Art / Re: [WIP][C&C] The Last Alchemist Artwork.
« on: September 25, 2015, 02:41:51 am »
Ok, first off:
Quote
I think I am starting to realize that I am not a very good pixel artist.
Throw that in fucking trash. *klang*
Don't worry about it.
With this sort of outlook you will continue to struggle even if you become "good".
We all feel like this at some point or another, it's just a matter of getting back up.
Put a positive spin on it.
"I am starting to realize that I can still learn a lot about making pixel art".

Now:
Quote
This is taking me an incredibly long amount of time to do
Yep, art takes a lot of time.
Build up a callus for patience.
Grinding away is the bulk of the journey, so learn to enjoy it.
Yes there is methods and choices to speed things up, but nothing will ever change that time = stuff.

And:
Quote
and I feel like it's just plain bad.
I chalk this feeling up to a lack of process and foresight.
Everything you put on the canvas should be a tool for moving forward.
So if you don't think like that, learn to.

Theory is another way of alleviating art woes.
It helps you make choices on why you put what and where.
So what is your theory here?

What drawing program are you using?
Doing tile work without tile support certainly makes it much more of a chore.

Sorry no time for much pixel talk or edits.
Purely motivational speech here.
First get your head on straight.
Until you can do that not many good pixels are bound to pop out of it.

Thanks, I needed that! Been feeling under the weather the last couple of days, and it's getting to me. Thank you so much!

The main thing about the time is that I feel like I should have more to show for ~10-12 hours worth of work.  But part of that is my inexperience, and the fact that I end up doing things 8-9 times over because it just doesn't meet my standards for "good". Haha.

What do you mean by "tile work without tile support"? I use CS6, but use very few of the tools outside of pencil, layers, etc.

Well I like it!
It just looks like a mixture of styles to me because you haven't finished it yet.
Besides that it looks good in my opinion

Thank you, I am glad that you like it! I'm not sure how to proceed with texture on the walls due to the greek villa feel that I am going for, the walls and windows are kind of plain, but I want this scene fro my game to be memorable, and really stand out since this is the first scene (outside of the opening sequence) that the player will see. I'm putting more pressure on myself than I really should be, but I want people to see this and go "Holy crap that looks incredible."

29
Pixel Art / Re: [WIP][C&C] The Last Alchemist Artwork.
« on: September 24, 2015, 11:02:53 pm »


I think I am starting to realize that I am not a very good pixel artist. This is taking me an incredibly long amount of time to do, and I feel like it's just plain bad.

30
Pixel Art / Re: [WIP][C&C] The Last Alchemist Artwork.
« on: September 24, 2015, 02:14:52 am »


Headed towards more of a Mediterranean style. Could anyone help me out with the shadows. Something just looks wrong.... I have no idea how to fix it. Ignore the oddly shaped window up top, I'm just experimenting with a bunch of different things, but I have no clue how to do shadows like that and am looking for some advice.

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