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Messages - eishiya
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11
Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 03, 2019, 03:05:33 pm »
Yep, the images are working now!


What's the environment for this character? That should determine how you colour them.
In space, there's very little scattering of the light, so shadows tend to be very stark, even on rounded objects. On a planet or inside of a space station, the lighting will of course be different, with more bounce-light and diffusion.
In addition to the shadow quality, the environment would affect the colours. The colours you're using now suggest something like a dusty Martian surface.

For the AI idle, you could have the helmet look left to right and back (or up and down) very smoothly, as the AI scans its environment. Having different idles for AI vs human would be pretty neat, and help remind the player what's going on even if the gameplay doesn't change much.

Turning the body 45 degrees to the camera (or at least some angle that isn't a profile) is very effective for communicating the pose clearly, which is why it's so common. Showing both legs and both arms allows you to have all of those for communicating the character's personality, and allows for interesting silhouettes even with very relaxed, simple poses. Achieving the same with the character in profile would require a more dramatic pose xP

12
Pixel Art / Re: A first go at a character: animated spaceman.
« on: June 03, 2019, 01:45:49 pm »
Your images aren't working. You may want to use a service designed for hotlinking images, such as Imgur, instead of Dropbox.

13
Pixel Art / Re: 16bit Character Sprites
« on: June 02, 2019, 05:24:06 pm »
The animation looks like it ping-pongs and the feet shuffle forward and backward, instead of cycling as in a walk. When moving forward, the foot should lift up and the foot should be angled differently. You don't really have room for a clear lift, but you can still angle the foot.  Moving forward, it should be led by the ankle, moving backward, it should be led by the heel.

14
Pixel Art / Re: Shaping & Shading a bag of flour
« on: May 26, 2019, 05:32:14 pm »
the issue with real objects is that they're not really interesting to reproduce, like, there's no dragon, or knight in shiny armor in real life etc
Working with real objects as reference doesn't have to be that limiting. Even artists drawing high fantasy works with dragons and knights use reference. For example, studying (or at least referencing) the anatomy and movement of lizards, bats, and other animals helps in drawing convincing dragons. Knights are just people in armour, and both of those you can study from reality. Even something like glowy wizard magic is something you can improve on by studying reality, e.g. you can study how fire, lightning, water, etc look IRL, you can study interesting lightning created via artificial and natural lights, and so on.

Most of the crazy stuff humans come up with has at least some basis in reality, and drawing from that reality can help us depict the crazy stuff better.

On the flipside of this, studying the reality doesn't have to be boring, you can use your imagination to turn those exercises into something more exciting just by adding some fantastical details or a story, while still getting all the educational value of drawing the original thing.

15
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?

16
Pixel Art / Re: Fire animation, thoughts?
« on: May 09, 2019, 12:36:53 am »
Edit: Apparently this was a double-post, nevermind.
In the future, please edit your post to amend it instead of making a whole new thread.

17
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.

18
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.

19
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.

20
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?

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