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Messages - eishiya
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Please include more information about the job.
Do you have examples of the style you want? How many objects do you need? What kinds of objects? What's the pay?

Pixel Art / Re: [CC] Tiling water
« on: May 07, 2019, 11:02:05 pm »
The huge undulation of the waves by the rocks looks even more off-scale with the ships in place. Even if it's an arcadey game, some sense of cohesion is good to have, even if things aren't fully to scale or realistic. If you like the exaggerated undulation, why not make the ships rock with the same intensity?

Also, try having the water by the rocks undulate rather than merely raise and lower, that is, have the crest(s) pass by the rocks rather than having the entire water level drop and raise. Right now, the undulation looks less like wave action and more like bobbing because it's so uniform across the entire surface.

As for how to make the water surface look appropriate, I'm not sure what to suggest specifically, besides avoiding the latticework of highlights that suggests water caustics. Focus instead on directional highlights, since you're dealing with waves. Potentially useful reference image? You could also have some variant tiles with a bit of sea foam (having sea foam on the detailed tile would create too much obvious repetition).

I think the rocks could do with being recoloured. Right now, they're hard to tell apart from the water at a glance because they're the same hue and value. If you want to use the same palette for them, then consider using the darker colours more and using the midtones and highlights less, so that the rocks can have a different overall value from the water.

Pixel Art / Re: [CC] Tiling water
« on: May 07, 2019, 01:28:37 pm »
The water tiles themselves look nice, but could really use some alternate tiles to break up the tiling, as there are some very visible dancing "lines" of repeating elements.

The water level around the rocks seems to change too quickly and uniformly compared to the water tiles and apparent scale of the scene.

Is the water shallow or deep? The water caustics lines make it look shallow, since those are usually along the bottom and seen through the water. Deep water would have no visible button and would be all about reflections from the waves/ripples instead. If it's shallow and transparent enough that we can see the water caustics, then we should also see through it to see some of the submerged parts of the rocks. Even in deep water, if the water's transparent, we should see some of the submerged rock near the surface at this high angle.

Pixel Art / Re: CIN
« on: April 29, 2019, 08:11:53 pm »
I'm not an admin or mod, and I'm honestly confused by your post. There's no puritanism going on. Your art is absolutely welcome on Pixelation, I just wanted to explain why someone might've mentioned pixel technique.

Pixel Art / Re: CIN
« on: April 29, 2019, 05:16:47 pm »
I didn't say it was "less", I personally don't think it is :D The Pixel Art section has a big focus on pixel art technique though, so that's the thing people tend to bring up here, and your image isn't very interesting technique-wise.

That said, this image is not very interesting to look at in general, as there's not much going on in terms of composition or storytelling. Because of that and the lack of any stated goal with the image, there's very little meaningful feedback people can give. What do you want feedback on, what are you trying to achieve?

Pixel Art / Re: CIN
« on: April 29, 2019, 12:33:20 pm »
I think what they might've meant was that this art is so big and low on detail that there's nothing interesting you can do here with pixel technique without making it a very different image.

The wall right now is a scribbly mess that's out of place with the very clean lineart. Perhaps some polish there would help? Higher contrast would help too, right now the shadow may as well be a single flat colour, it's so low-contrast. Instead of scribbling, convey the texture of the wall. That's where pixel technique will come into play, as well.
Also, if the wall has enough texture to show, then it likely has enough texture to affect the edges of the shadows.

Revenue share posts belong in the Unpaid forum. You don't need to remake your thread, you can just report this one to the mods and they can move it for you.

This is a slow forum, responses can take time.
In addition, you posted your art as attachments, which can't be freely zoomed, unlike embeds. This makes viewing your art a hassle, and can dissuade people from trying to help.

Your work feels rather flat, it looks like you're struggling with shadows. Thinking in 3D and shading accordingly can be a tough concept to fully grasp, but doing some (non-pixel art) exercises in drawing and shading simple 3D forms and then putting them together into more complex objects may help you.

The colours on the bear are nice, you've got some nice hue shifting from warm to cool/purply brown there. That's a good technique to employ. However, you seem to be using a very large number of colours relative to the size of the sprites, making the whole thing look blurry. It almost looks like you scaled down a painting or a simple 3D render.

Job offers / Re: [Paid] RPG Tileset Artist / Animator - up to $50/hr
« on: March 31, 2019, 04:06:54 pm »
Could you please provide more information about the work? What are the environments and characters you're looking for? How large? What general style of tiles? How many tilesets (and how big should they be?) How many characters, how involved do you want the animations to be? This sort of information is very helpful for artists to decide whether they can make time for your project, and whether their style and skills would be a match for the project.

Pixel Art / Re: please fix my wooden street lamp
« on: March 27, 2019, 02:24:15 pm »
Wood doesn't tend to have such strong variation in colour, the texturing is more subtle. Try using some of those darker colours for shadows instead of texture.

Also, are you sure a wooden lamp is a good idea? Seems like it'd catch on fire, or at least get charred and brittle after a few months. A wooden post might be fine, but perhaps the top part should be stone or metal?

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