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Messages - eishiya
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1161
Pixel Art / Re: [CC] A first-time piece (Towers)
« on: June 19, 2016, 03:11:19 pm »
Colours:
I think your colours are good for the most part! The blue pipes in the lower right stand out a bit too much so I would make them a little darker and closer in hue to the purples that you're using for most of the foreground. As long as they're bluer and less saturated, they'll still feel blue/grey even if they're actually purple.
The background hills have almost the same value as the buildings in front of them, so they blend together. And it looks weird for a more distant object (the hills) to be less blue/atmosphere-coloured than objects in front of them, especially when the buildings are established by the foreground to not be blue themselves.
The smoker's colours don't fit with the rest. Their colours feel dull and characterless in comparison to the lovely palette of the rest. Let this purple-blue atmosphere affect their colours, don't use their "true colours".

Readability:
The shadows inside of the building are a bit hard to see at 1x, so I would make them a little bit darker. They help a lot with making the building look occupied, but at first glance, I didn't even notice them. I'd also add some to the other buildings, unless they're meant to be empty.
As mentioned above, the distant hills don't blend into the distant buildings.
I don't understand what's going on with the chimney highlights.
Or those greyish highlights on the building bricks, for that matter.

Misc:
Human brains key in on perfect symmetry even more than they do on regular repeating patterns, so those mirrored "grime" bricks really stand out. I'd recommend repeating them without flipping them.
In addition, I'd recommend another variant or two, or at least switching up where you place the tiles. It looks very strange that all the purple-grime and all the blue-grime align vertically, and that although you have two different purple-grime patterns, one is always on the left and one is always on the right.
Put some grime in those clean areas between the floors, too! The grime on your buildings is too orderly :] Also, you can use grime to help tell a story. Who is the grossest tenant? Who keeps their area spotless, even outside? Who has bluegreen gunk leaking down from their window from the fertilizer they put in their houseplants, and who has redpurple grime coming up from their window from doing a lot of greasy cooking?
Lastly, I'd add some cloudy texture to the sky. That overly smooth gradient stands out a bit much compared with the sharpness of all the other shapes. Unless it's meant to be smog, which tends to be rather featureless, and for which a gradient tends to work well. You could still stylise the gradient, depending on what look you want.

1162
Pixel Art / Re: Metal Shading Practice!
« on: June 19, 2016, 02:55:19 pm »
That definitely looks to me like it's sticking out of the ground rather than resting on top of it!
I'd let the brightest highlights continue down a little bit more, maybe a pixel, if not all the way to the bottom. There are only three things that would prevent those highlights from reaching the bottom:
1. The lightsource (or the light-coloured object being reflected) is small and there's no more of it to reflect. That doesn't seem to be the case here.
2. The surface there isn't vertical, it goes inward. Like on an upside down hat :] That's not the case here either.
3. Something is blocking the highlight in that spot. In this case, that could be the dirt, however it wouldn't block that much, since the light source is coming from above the dirt and the dirt is small. It would at most block a pixel of highlight on the bottom.

1163
Pixel Art / Re: Metal Shading Practice!
« on: June 19, 2016, 06:14:02 am »
I would get rid of that dark red shadow line as well, as it makes it look like the pipe/hat is hovering above the ground or is going in a little bit at the bottom. Instead of having a halo of shadow, suggest that it's in the ground by having some rougher dirt around it.

1164
Pixel Art / Re: Sprint Cycle
« on: June 18, 2016, 02:47:42 pm »
When a person runs, especially if they're springing, their forearms go in front of them, sometimes even becoming horizontal. So, you won't get an energetic sprint look by just rotating the same arm sprite, you'll need to do some foreshortening.
(A similar thing also happens with legs, one leg goes in front of the other, but that's not very visible from the side so you'll only need to worry about this when doing front/back views.)

1165
General Discussion / Re: Graphics Gale (?) GIF Frame Disposal Fixing
« on: June 18, 2016, 02:24:40 pm »
Huh, I'm surprised there's such a lack of ways to fix this in the "good" programs. I've been using Microsoft's ancient little program GIF Animator (which you can download for free now) to do it for years. You just select all the frames (select the first frame, scroll down, shift+click the last frame), and set their undraw method as "Restore Background." I assumed if this thing could do it, anything that can edit GIFs can. Apparently not!

1166
Devlogs & Projects / Re: Just a simple question
« on: June 17, 2016, 03:32:59 pm »
Seconding 32. Even small RPGs are often massive projects. There is a massive amount of writing to do, and they require many more gameplay systems and assets. Platformers are fairly simple, and designing and making one will help you with the nitty-gritty of your RPG later. Plus, wouldn't it be better to do the project you really want to do with a greater skillset, so you can do it better?

1167
Pixel Art / Re: [C&C] rpg charater
« on: June 17, 2016, 03:29:05 pm »
Make sure you look at real faces instead of just blindly pixelling. I think you have a solid start here, but you're struggling because you're not sure what it is that all your pixels mean. If you study faces, that'll get much easier. Grab a mirror and look at your own face from many angles and making different expressions, poke and prod it some to get a literal feel for how it's all connected, which parts are soft and flexible, which are not, and how they interact. You can also look at photos of other people to expand your idea of what different parts of the face can look like.

1168
Pixel Art / Re: [c&c] Cluttered Living Room
« on: June 17, 2016, 03:25:59 pm »
If tiling isn't too much of an issue, you can add an even more slobbish look by making some of the furniture and other items uneven, rather than perfectly aligned horizontally/vertically.

1169
Pixel Art / Re: first walk cycle attempt [Nudity]
« on: June 16, 2016, 04:08:37 am »
The torso turning is looking much better! There are odd shadows where the character's arm joins their torso and on the shoulder that probably shouldn't be there.
The head looks too far back. The character seems to be leaning forward a bit, but have their head very far back, it feels unnatural.


Also, sorry for not responding earlier, I hadn't noticed your reply! I meant that you had shadows hugging all the edges,which made your outline look very thick. Your new draft impvoes on this, but you still have some oddly positioned shadows e.g. around his underwear. Why is the underwear casting such a large shadow on the near-leg, for example? My guess is you're just doing some pillow-shading (shading around the edges of shapes without regard for the form you're trying to depict) without thinking about it :]

I'm not sure, but it feels like there's a frame missing in the new animation. The far-leg seems to snap to its front-most position, and the character looks like he has a bit of a limp because he seems to spend more time with his weight on the near-leg than the far-leg.

1170
Pixel Art / Re: [C&C] rpg charater
« on: June 16, 2016, 03:52:11 am »
The light seems to be coming from above, but the ridge of the nose is the darkest colour even though it should be receiving a lot of light. Study faces a little more to get a feel for their forms. You've gotten an impressive amount of detail on that face for this size, but it doesn't feel like it has volume because the shadows don't correspond to the forms of the features. You have a lot of what looks like gaps (concave areas) where things should really be sticking out, or things don't stick out enough. In addition, you're shading/highlighting individual details, at the expense of showing the form of the head as a whole.

I don't know exactly what features you're going for (e.g. the eyes look very sunk-in but I don't know whether that's intentional), and I wasn't sure where you intended the mouth to be, so here are a few edits that you may find useful:

From left to right:
1. An edit using your palette and trying to keep a darker skin colour, which means I had to use the highlights very sparingly. I placed the highlights only on the most prominent, shiny features - the cheekbones, the chin, and the forehead. I also used the light colour at the bottom of the eye to make the eye look rounder, just like you did.
2. Using the light colour more heavily, the face looks like a white guy. So, I changed the features accordingly and made it a white guy. Here, I made the lightest into my base colour rather than just a highlight colour, which allowed me to convey more subtle featured using the middle colour.
3. Again using the lightest colour as a base colour rather than just for highlights but with a modified palette to make the character's skin look darker again.

Note how in #1 and #3, I only highlighted the tip of the nose to make the whole nose look flatter (highlighting the whole nose like I did on #2 gives that prominent white nose look), but I did not use the darkest colour. This keeps the nose looking like it's sticking out or at best flat, rather than a hole in the face.

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