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Messages - pyxelbit
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11
not saying it cant be done, but i think you underestimate the time it takes to make a somewhat decent pixel art animation.

a still roughly like your example takes at the very least half an hour to make. with a minimum of 6 fps for animation you would get 36.000 individual frames for 100 minutes or 750 days of pixel art. even with a lot of duplicated assets and lower resolution this is impossible to do in 3 weeks.


4k animated pixel art

this makes me believe you dont know a lot of the medium pixel art. id suggest you look into some basic tutorials at www.lospec.com to get an idea what pixel art is about.
and you cant simply throw assets in a animation software. stretching, rotating etc. will mess with the carefully placed pixels.



making a decent 100 min movie/animation/short film in 3 weeks is impossible in any medium. and it sounds like you expect to earn enough money from it to pay yourself and all contributers. i dont want to be mean but i honestly dont know who would be willing to pay a couple thousand dollars for something like this.

12
uncompressed image:

ah , thanks for the reply . honestly it is a bit disappointing , i thought pixel art was all about placing down each pixel , guess just like with everything in the game dev pipeline , such things must be used for faster development and it would be faster in most cases since there are ways to reduce bit depth and somewhat auto clean up shrunk art aswell . but then it make me wonder why people are criticized if they use these methods nowadays to make pixel art.

the metal slug games where made in a short amount of time, with just one artist afaik. "tricks" like these are used in concept art and other media, because time equals money and you have to be fast to compete.
these sprite arent made to be "art", they are for a commercial product. they fit the game, look ok and could be made fast.

13
Pixel Art / Re: [Feedback] [C+C] [WIP] 21st Century Vampire Hunting Kit
« on: January 16, 2019, 06:39:19 pm »
added a pistol

14
Pixel Art / Re: [Feedback] [C+C] [WIP] 21st Century Vampire Hunting Kit
« on: January 16, 2019, 02:48:38 pm »
i was thinking about verbena, but some wolfbane might be helful too :)

yes, im going to add a handgun, possibly a revolver type gun

15
Pixel Art / Re: [Feedback] [C+C] [WIP] 21st Century Vampire Hunting Kit
« on: January 14, 2019, 11:57:01 pm »
thanks for the feedback mysterymeat! yes i was thinking about further modernization, but didnt want to add another pistol. maybe more uniform stakes - not sure yet.

small update:

16
Pixel Art / Re: [WIP] Wolf Sprite, could use critique?
« on: January 14, 2019, 12:40:16 pm »
wow nice! from 29 colors to 13 is a huge step :)
the fur color looks way more like a wolf and less like a husky puppy and the shoulder/leg area is more believable. and i like the simpler texturing more (also easier to animate). and although you didnt change a lot with the style, it looks way better to me (matter of taste obviously) with the smaller head and the changed fur.

17
Pixel Art / Re: [WIP] Wolf Sprite, could use critique?
« on: January 14, 2019, 01:32:45 am »
thats really good for someone that is new to pixel art :)

Keep an eye on your color count, you currently have 29 colors, some of them reeeeaaallly similar - i think this could be easily reduced to at least 20.

i have to say i dont like this style. reminds me of the furry-fanart stuff you see on deviantart for example where almost everything is in a specific style. but i guess thats a matter of taste.

the shapes are really nice tho, and the shading too. the transition between dark and light fur is a bit harsh and not really realisitic i think, looks more like a husky to me.

the forelegs look really thin due to the dark fur and the anatomy seems a bit off when you look at a wolf skeleton

18
Pixel Art / Re: 8-Bit Megaman Legends [top-down shooter]
« on: January 13, 2019, 10:24:07 pm »
it doesnt read as a "top down" (or 3/4 with some perspective like in gunsmoke) sprite for me that much. more like a sideview, especially with all the horizontal lines and the huge feet.
the gunsmoke sprites have a lot of foreshortening going on, with makes the heads huge and the legs and feet tiny. not sure if you want to go for that, that way they are a lot more readable and can fit more detail for hats and stuff. the shadow also helps to give a sense of perspective.

my quick edit:



19
Pixel Art / Re: WIP Spaceship banking animation
« on: January 09, 2019, 12:55:06 pm »
yes, exactly  ;D

20
Pixel Art / Re: WIP Spaceship banking animation
« on: December 31, 2018, 01:13:29 pm »
something along the lines of this might be what you are going for (kinda hard to do with perspective)?

with rotation along one axis instead. if you take a look at this for example https://www.youtube.com/watch?v=X0myXMFpgAU thats how steering is usually done

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