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Messages - eishiya
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1091
I think you demonstrate its current state well enough, but wording still affects how potential backers perceive your campaign. Poor wording sows seeds of doubt. People who aren't already into the idea might see that and stop reading there, and never even give the alpha a look.
Don't rely on the entire combination of everything you have (alpha, video, description, screenshots, etc) to sell your project to potential backers. Make every element good enough to do it on its own, as much as you can, because most people won't look at every single thing anyway. If something they look at happens to be weak, that could give them a bad impression of the whole campaign.

As for Pro, my issue is which features are behind the paywall, not that there is a paywall. Even if Pro ends up being free, you're likely scaring potential backers/users away by making it look like a lot of expected/basic features aren't part of the base app.

Overall, I think you're expecting people to care a little bit too much. Most people won't read your whole campaign description before deciding not to back you, they'll stop at the first thing that seems iffy to them. Heck, a lot of people won't even read the whole thing before deciding to throw money at you xP First impressions matter a lot.

1092
The wording "If this kickstarter is funded, we are going to make a software product [...]" sounds like you haven't even started making it yet, which is immensely discouraging to potential backers. Maybe change it to "we are going to release" or "we will be able to finish" or something similar?

With a lot of fairly basic features locked away behind a paywall (Pro), this seems rather unappealing to me. I dig the concept of an online image editor with seamless uploads to Imgur and the like, but paying ~$5 for what is essentially the ability to use the equivalent of a free app (most of the Pro features are available in free image editors) without having to install it just doesn't seem right to me. I'm all for a Pro version, but I think in its current form, it just hobbles the basic editor to the point of nigh uselessness. I'd love to see some of the Pro features moved into the Basic version, and other features added to Pro. I think keeping animation-related features in Pro and "productivity" features like multiple views is a fine idea, but having to pay for things like layers, transparency, smudge, and indexed palettes will just drive away the people who should be your core users. Monetize the social aspects (storage, featured posts, etc), not basic features.

1093
General Discussion / Re: Best way to create similar art style
« on: October 11, 2016, 03:01:22 pm »
Use an orthographic (not perspective) camera, positioned 30 degrees above the horizontal, and 45 degrees (halfway) between the two horizontal axes, aimed at the origin (0,0). Or, if you want true isometric rather than pixel-isometric, position the camera 35.264 degrees above the horizontal. The camera can be as zoomed out or zoomed in as you want, it can be at any distance, as long as the angles are maintained, because orthographic cameras do not have perspective distortion.
Wikipedia has an illustration of this set-up (for true isometric).

Keep the light source the same on all the pieces, and make it a directional light, not a point light. Directional lights can be placed anywhere in the scene, and their angles correspond to the angle of the sun in the sky, essentially. The horizontal angle should be 90 degrees leftward of the camera (so, 45 degrees in the opposite direction of an axis from the camera) The lower the pitch of the directional light, the longer the shadows will be, so make sure you keep it high enough that the shadows aren't too big. The models should feel "self-contained", and that means relatively small shadows.
Since I am not confident in my text description, here's a sketch of the camera and light set-up that might help.

Beyond that, it's just a matter of making a model that looks good. When working on your model, always keep a view open to see what it looks like in the "isometric" camera, since not everything will look good at that angle.

It's possible that there is no actual lighting in the examples and the shadows and highlights are painted on the textures, at least in Retronator's examples, where the shadows do not really match the the details of the models. They might've gotten some initial shadows by rendering an untextured, simplified model with basic lighting, and using that as a guide to paint the shadows on the texture, and adding more details to the model later. Leaving out shadows from certain details might seem like a mistake, but it actually serves to keep the visual noise down. Since these are seen small, small details don't read well and just look like noise. Simplifying the shadows so that only the main volumes cast shadows helps the scenes look cleaner. Even if the shadows are entirely hand-drawn, the artist still understood the directional light source and its direction.

1094
Pixel Art / Re: Small demon? New Artist
« on: October 07, 2016, 01:52:32 pm »
The tutorial is about thinking in terms of tufts and layers of fur rather than single strands. Although some furry animals, especially young ones, are nondescript fuzzballs, most have distinct tufts or even layers of tufts that their fur clumps into. For example, check out the lines on the neck and chest of this bear, and on the abdomen of this one. By stylising these clumps, you can get fur that reads well, communicates the form, and looks awesome. Although normally I recommend looking at the real thing over artists' renditions, in this case other art might help you see this clumping more clearly, since some animal artists have it down to a science. Here, for example, check out how the artist has used both layers and tufts on the back of the front legs, while keeping some parts smooth, which gives a sense of varying, flowing fur. Some(1) more(2) inspiration(3). These are all paintings so they have room to add more detail, but the basic idea of clumping carries over to pixel art fairly well.

You should check out this thread here on Pixelation, it deals with pixelling fur in a couple of different ways, at a size comparable to yours. Clumping is very helpful to keep in mind when deciding where to place the shadows/texture that creates the fur.

1095
Pixel Art / Re: Minimal platformer
« on: October 03, 2016, 01:25:06 pm »
The size-mixing looks weird to me, and the player feels too small for those bricks.
I'm also not getting a "minimal" vibe from this. Minimalism is usually about reducing things to their bare essentials, but this has a lot of non-critical details. In fact, it has so much detail that I am having a hard time discerning the gameplay meaning of a lot of it - what can the player stand on? What hurts them? What can they climb? None of that is very clear.

1096
Pixel Art / Re: A portrait.
« on: October 02, 2016, 12:39:09 pm »
It still essentially has an outline because of how heavy-handed your AA is. An outline-less drawing is one that uses boundaries between light and shadow and boundaries between colours to establish its forms and shapes, but you're still relying a lot on lines.

To make the lineless look work, you have to double down on the forms. In my opinion, a good sense of form is what was missing in the original anyway :]

- The neck appears to widen towards the bottom, like a section of a very long cone. Necks are a bit more complicated than that, it's more that the back widens (because of the trapezius muscle connecting the neck to the back and shoulders), and the front narrows. You could create this complex shape with the shadow. Just how much you show depends on how realistic you want the image to be. If you're going for a simplified, stylised look, then you should just show the neck not getting wider; you only need to bother with details like all the bits that stick out of necks in the front if you want a realistic neck. Because you're drawing it like a cone, the shirt also doesn't appear to rest on the neck and shoulders, it appears to intersect/clip through them instead. Try having the shirt go up a little at the back to look like it's going over the trapezius muscle.
- The hair casts a massive shadow over the forehead, but doesn't seem like it's meant to actually hang over the forehead all that much. This inconsistency looks strange. If it doesn't overhang the forehead, then just removing that huge shadow should be all you need. If it does, then you need to show that with the shadows on the hair.

Here is a paintover with the above implemented and the remaining outlines mostly removed:

The overly detailed neck is just to give you an idea of what's there. That level of detail is too much for the rest of the image, I think it looks better simplified. However, note that even in the simplified version, I left some hints of the "dips" at the edges of the shadows and where the shirt overlaps it, so it still feels detailed without the detail being drawn.

I also made a number of smaller changes all over the image to give it a little more definition, and made the skin shadow colours a little warmer. Hopefully this'll give you some ideas to improve your portrait!

1097
Pixel Art / Re: [C+C] Simple Trump Sprite, Looking For Critique (WIP)
« on: September 30, 2016, 11:45:19 pm »
How about making it a gentle curve, something like this?

Originally I made the part over his forehead be the lighter hair colour, but it didn't stand out well against the skin colour, and I think the shadow makes it look more like it sticks out forward, which it does.

I also edited the hair colours a little but I'm not sure what to suggest with those, really.

1098
Pixel Art / Re: [C+C] Simple Trump Sprite, Looking For Critique (WIP)
« on: September 30, 2016, 10:49:57 pm »
I think if the hairline wasn't perfectly horizontal, it would look a little better. Also, isn't the Donald's hair more orange than yellow?

1099
Pixel Art / Re: Need alot of help with skull (WIP)
« on: September 30, 2016, 11:55:58 am »
Tracing is a nice way to get the hang of shadows. Instead of worrying about whether you can call this your own, why not only use it for practice to understand the lighting in the original image, and then do the finished piece from scratch?
Plenty of artists use tricks like this as learning aids, and it only becomes a problem if you A. pass it off as completely your own work, or B. use it as a crutch instead of learning from it.

1100
General Discussion / Re: Invitation to a Discord Art Chat
« on: September 28, 2016, 11:51:29 am »
Is it just pixel art or all kinds of art?

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