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Messages - eishiya
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1061
Job offers / Re: [PAID][PERCENTAGE SHARE] Lead-2D-PixelArtist needed
« on: January 03, 2017, 04:03:23 pm »
Revenue share (the more common name for what you're doing for payment) belongs in the Unpaid section here, not the Paid section. The Paid section is for those jobs where payment is guaranteed, whereas revenue share is never guaranteed, no matter how confident you are about success. Revenue sharing jobs are always a risk for the artist, that's why they're grouped with unpaid work.

Do you have any examples of the kind of style you're looking for? Is there an estimate of how much work this project requires? For the backgrounds, will it be tiles or hand-drawn scenes? Since you're looking for a lead, I take it you'll want character sprites too? Do you have a preference for the scale and style of those?

Also, your example images are tiny low-quality JPGs and clicking on them does nothing (just zooms them).

1062
Pixel Art / Re: [NEWBIE] [WIP] [CC] Video game character
« on: December 27, 2016, 02:59:43 pm »
Will the character be able to talk too? That might complicate the transition situation if you decide to do transition frames. I usually just go to the attack animation. With small sprites and small movements like most idle animations, the lack of transition is usually not even noticeable.

The attacks should probably be more than one frame. There could be a transition frame to show the character raising their arm, but most importantly I think you need some wind-down after the attack. Kickback, the character reacting to what they just did, that sort of thing. Otherwise, you're probably better off not animating anything, or it'll look weird. It's easier to accept that there's a different still sprite for different actions than it is to have something nicely animated, and have the attack not animated.

1063
Pixel Art / Re: Posing Practice
« on: December 26, 2016, 04:06:25 pm »
I think two-colour shading's fine for now, myself. You (Rosier) still have plenty you can still learn without complicating things. For example, the contrast levels are rather low, and using two colours is a great way to build confidence with that. If you can get to the point where you can confidently use only a light and a dark colour to shade, adding more colours for a smoother transition will feel very easy, and you'll be able to focus on perfecting pixel-level stuff instead of juggling that with learning colour.
In addition, you're still shading a bit like pillow-shading in many cases, and even when you're not, there isn't a strong sense of light direction, and I'm not sure the forms you're conveying with the shadows are what you mean. For example, the first girl's shape suggests she has a thin waist and a flat stomach, but the shadows suggest a round belly, and on the latest one, your shadows suggest all kinds of dips on her thighs.

I know anatomy's been your focus, and I guess the fact that my critique all has to do with your shadows means you've been getting better at that (assuming you're learning from DesignDoll and not just copying what it spits out, anyway xP).

1064
Pixel Art / Re: An angel
« on: December 23, 2016, 02:23:19 pm »
I think the fact that people are a bit prudish is actually why many artists add big boobs to their art - it feels risque to them or their target audience. Otherwise, I think we'd see people drawing whatever breasts make the work actually better.

Add big boobs if you want, just make sure it doesn't come at the cost of the composition, the character design, or the message of the piece. And please make them actually look like soft boobs instead of hard rocks.

1065
Pixel Art / Re: [C+C] Forest Ruins
« on: December 20, 2016, 03:03:05 pm »
I think the fact that there's a well-lit column on the outside of the building right where it cuts off is what makes the cutaway not read like a cutaway. None of those columns should be so well-lit.

Grass IRL is noisy, but this is where stylization comes in - humans rarely think of (consciously perceive) objects the way they are, and simplified grass will often read more like [grass] than something that reflects attributes of grass that people don't tend to think about, like the fact that it's noisy.
Overall, I think a clear, effective image is more important than realism, especially in pixel art. In addition, having "realistic" grass in the same image as the highly stylised, simplified trees and ruins just looks odd. I think cleaning up the grass would be best. You can still make it look long and textured without making it noisy.

1066
Pixel Art / Re: Getting the tileset to fit the actors' style
« on: December 17, 2016, 10:46:40 pm »
I'd like to add to API-Beast's comment: Using the same palette isn't a bad thing. Using different colours can make the characters (and other interactive entities) feel like they're not actually in the world. However, using the same balance of colours/values is a bad idea. Even if you're using the same palette, the characters should be using more contrasting colour combinations than the background.
A good example of what I mean is Final Fantasy Adventure for the Gameboy:

It's limited to black, white, and two greys. The background uses all four of those colours, and yet the characters stand out quite well. Why is that? It's because the background uses mostly white and the light grey, and uses the dark colours sparingly, while the characters do the opposite - they're black with some grey, and only a little white (and they use a black outline for those things that can't otherwise be dark). You can apply this idea to larger palettes as well (but remember to take hue into account as well, not just value).

1067
2D & 3D / Re: Difference between sizes for base and finished characters?
« on: December 17, 2016, 06:45:03 pm »
Seconding Achrileg. There is no "rule" for how much space a character takes up, and the professional thing is to ask. Usually employers provide style examples to guide you, and if they haven't done that, you should ask if they have any such examples for you.
It's possible that they want you to make these decisions, in which case just go with what you think looks good and fits well with the rest of the assets.

1068
Pixel Art / Re: Xmas Harley Quinn
« on: December 16, 2016, 01:31:23 pm »
They retweet things they see under that tag for that day, but Twitter doesn't show all the tweets for each tag when you search, so it's possible that they're just not seeing your work, especially now that Pixel Dailies is quite popular. Twitter also features popular tweets more prominently and doesn't dump them as readily, and popular artists get likes and retweets even without PixelDailies' help, which might explain why those artists are more consistently retweeted by PD.

1069
Pixel Art / Re: Getting the tileset to fit the actors' style
« on: December 16, 2016, 01:26:08 pm »
The village looks nice, but there are a couple of issues that might be making the combination not work:

The sprites are side-view, but the village is 3/4 view. No easy remedy there.
The should be a background, but it has more contrast than the character sprite, so the sprite is difficult to read in comparison. Toning down the village's contrast and boosting the contrast on the character should help.

1070
Pixel Art / Re: Too bright colors?
« on: December 14, 2016, 02:43:52 pm »
Future Boy Conan used its more saturated colours sparingly, it didn't fill the screen with them. The anime felt bright specifically because it juxtaposed bright colours with more subdued colours, making the brighter colours feel even brighter, while also not causing eye strain.
Study how it used colours, not just the colours it used.

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