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Messages - RujiK
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Pixel Art / Re: [C+C] Female 64 x 64 Portraits
« on: January 13, 2021, 07:45:27 pm »
I realize that this post is 4 years old, but I would just like to say that I have continued to practice and post an update:

Pixel Art / Re: [C+C] Female 64 x 64 Portraits
« on: March 07, 2016, 02:21:13 pm »
@trough You're right about the eyes. I think I was just trying to change stuff for the sake of changing it. Shading is a little whack too now that you mention it.

@Reo Holy cow, man! That hair is like years better than mine. Mine does look dreadlocky. I will try to plagiarize apply your style of hair.
And the skin shading... How do you do that with no reference? Most of the photos I draw from don't really have noticeable shading on the skin. Do you have like a big pack of skin shading references or do you draw all that from memory? I really am rubbish at drawing from memory. Even with pencil and paper I was never any good at it.

So how the flaming platypus do you draw skin like that? I mean sure, now that I see your image I could copy it and get pretty good results, but without that for a reference... How you do this??

Pixel Art / Re: [C+C] Female 64 x 64 Portraits
« on: March 04, 2016, 02:01:19 pm »
...I saw you had fundamental problems with your colors.  They looked washed out and the gamma needed to be fixed so that your drawing and rendering could actually come to life.  This is more of an objective criticism, if such a thing exists.
Ahhh, that makes good sense then. Also I am aiming for a somewhat realistic style and trying to avoid the usual anime style pixel portraits.

So I tried fixing the redhead portrait and came up with this:

I mostly tried implementing some of your suggestions: reducing noise, improving readability, and clustering the pixels. Would this be a step in the right direction, or is it just different?

Thanks again for your input.
(Edit: Replaced dead photo link)

Pixel Art / Re: [C+C] Female 64 x 64 Portraits
« on: March 03, 2016, 02:15:53 pm »
Nooooo! Not the scrap it!! I would really prefer to fix the drawing errors if at all possible instead of trashing it.
But then I admit I may be suffering from Artist's bias and not seeing the obvious mistakes. ...Kinda like if I was asking how to fix this awful drawing from that singer guy:

(Mistakes are super obvious to everyone but the artist. Obviously needs to be scrapped.)

Stronger? You mean the character looks stronger? If the character looks physically weak I am not really concerned since these are mostly just random NPC's. They are not all tough heroes. As to the framing, I didn't really think about it that much to be honest but I was aiming for some variety. Probably a mistake.
Also, I think you are right about the contrast needing a change, but in your mock-up they kinda look like vampires, especially the last one. Maybe it's how you gave her pale skin but here eyes and lips are very dark... I will try to find a happy medium.

I really appreciate you taking the time to write all of that out and I will try to give the bottom two an update and maybe the top two a miracle and post back some time tomorrow. Would still appreciate any suggestions to save the top two if possible.

Pixel Art / [C+C] Female 64 x 64 Portraits
« on: March 02, 2016, 05:33:08 pm »
I have about 20 (and growing) portraits that desperately need some ruthless criticism. To start, here are 4 females.

I am concerned about them looking anatomically incorrect, boring, flat, or worst of all, amateur-ish.

Please hold no punches and I thank you for your time.
(Edit: Replaced dead photobucket image with imgur image)

Pixel Art / Re: Tileset Mockup - Need feedback
« on: December 17, 2015, 05:09:36 pm »
I would suggest making the cliffs have bigger rocks with bigger outlines to match the style. Also you may want to try making the bottom of the cliff darker than the top. (Or something) It's not super easy to read it as a slope.

Pixel Art / Re: [CC] Lots of ARPG Landscape Stuff
« on: December 11, 2015, 03:01:04 pm »
Salt man that is a nice edit! I gave it a whirl and came out with this. The old version looks really muddy when compared side by side.

I kinda like your edit better though... especially the light green grass. I think mine might be too green. Probably needs more tweaking...

As for the extra colors, many of them are due to alpha blending. Every tile blends with every other tile so some alpha is needed to smooth things out. Also shadows add more colors since they just use a black overlay.

Thoughts on new color scheme?

Pixel Art / Re: [CC] Lots of ARPG Landscape Stuff
« on: November 30, 2015, 02:20:42 pm »
Thanks for the advice guys. As suggested, I'll Stick with the original colors BUT with a slight contrast increase.

Could I get some tips for the player dude? Like how to make him looks LESS like a golem? It's supposed to be a person. Here he is up close.

Pixel Art / Re: [CC] Lots of ARPG Landscape Stuff
« on: November 25, 2015, 05:35:57 pm »
Thanks Pusty! ..But I'm still not sure I am content so I tried an extreme makeover using Dawnbringers color palette.

(Top is still pretty WIP. Done in a few hours.)

They're SUPER different, but is one better than the other, or should I maybe combine them? If you prefer one to the other, how strongly do you prefer it?

Pixel Art / [CC] Lots of ARPG Landscape Stuff
« on: November 24, 2015, 06:45:03 pm »
Programmer/Pixel artist soloist here. Here is some art from my current game:

I'm not really super-pleased with the colors anymore and I'm hoping for pointers or one of those awesome miracle edits. A completely new palette or a few tweaks are welcome ideas. I kinda want more color variation (As in grass is yellow, green, and blue instead of just green) but I also kinda want less colors (as in total colors). Maybe I've just looked at it too long but I need some trained eyes.

Also any other feedback is appreciated. Thanks

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