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Messages - eishiya
Pages: 1 ... 117 118 [119] 120 121 ... 127

1181
Commercial Critique / Re: The CC suggestion thread.
« on: June 03, 2016, 09:48:28 pm »
Seconding Golden Sun. I've never liked the art that series, so it would be interesting to read better-informed people's opinions on it.

1182
Pixel Art / Re: first walk cycle attempt [Nudity]
« on: June 03, 2016, 03:11:04 pm »
With an active walk like that, the torso should be turning. So, we should see a little bit of his far pec in some frames, and a bit of his back in some other frames. The sheet Koyot posted doesn't do this, but it can get away with it because the character's arm is gigantic and covers most of the torso, and by moving the position of the arm around, which gives the impression of a rotating torso. You should try that too, and if it's not enough, then animate the rotation of the torso "properly".

The lighting on his underwear looks like it sticks out from the body rather than just covering it. Why is there shading around all the edges?

1183
Pixel Art / Re: Game Character Art
« on: June 02, 2016, 01:26:06 pm »
Liking the colours a lot.
Depending on the environment and other characters the proportions could be fine! The "problem" is that if relaxed, his hands would touch the ground. So, perhaps you should make them a little smaller? You could also add a teeny bit of length to the legs (a pixel, two at most), but that's not necessary, I think this stub-legged style could work well.

1184
Devlogs & Projects / Re: Pixaki
« on: May 28, 2016, 03:50:47 pm »
32's suggestion reminds me of onion-skinning, and that is a feature I'd like to see in more programs too. It would be very cool to be able to set a layer's true opacity (with the colour snapping like I described), as well as its apparent/onion skin opacity, in which case it's purely a UI thing like selections (marching ants are displayed on the image but aren't actually a part of it), except for opacity. When flattening, picking colours, etc, the onion skin opacity would be ignored, while the true opacity would be taken into account. This is something that would be useful both for RGBA and indexed modes.

1185
Devlogs & Projects / Re: Pixaki
« on: May 27, 2016, 05:21:21 pm »
When working in indexed/palette mode, I would expect it to be index painting, where the colours "snap" to the closest colour that is in the palette. This would apply not just to layer opacity, but "fuzzy" tools like gradients, soft brushes, etc.

1186
Pixel Art / Re: Pal hires works - what to do now?
« on: May 27, 2016, 01:53:50 am »
I also think the original version of the piece with the car worked better. However, I think recolouring some elements in the original could work well. Warmer foreground dirt, cooler background features. You wouldn't need to do a whole lot of work to make that piece be a lot less flat.

1187
General Discussion / Re: Need Help With RPG Pixel Art
« on: May 25, 2016, 06:12:42 pm »
There are tutorials out there for setting up Photoshop for pixel art. There are a few steps you have to do to make sure your tools aren't anti-aliased and so on.

Other than that, just study reality and others' work, and experiment! The best tutorials don't teach you how to make specific tiles, instead they help you understand what it is you're trying to do. There are as many ways to make each kind of tile as there are artists, and if you only learn from tutorials that tell you what to do, you'll only end up copying other artists instead of making something that works for your project.

This tutorial is a nice starting point, but make sure you read the whole thing, not just the section on tiles. You should also make sure you don't limit your learning to just pixel art - look at real rocks and grass, so that you can develop a better feeling for the things you'll eventually be depicting, so you know when you're doing it well, and what to do when you're not.

1188
Pixel Art / Re: Folio: +Cacodemon Demake. [ C+C ]
« on: May 24, 2016, 10:26:42 pm »
Despite Doom having some not very good art, the original glow is more effective than yours because it looks like there is nasty veiny texture on its glowing insides, whereas yours suggests a very small, boring mouth. The shape of your gradient can be much more interesting and suggest a more menacing mouth form, even if you ignore the texture.

1189
Pixel Art / Re: [Journal] Hermidraw's Pixel Art - Beginner
« on: May 24, 2016, 02:41:07 am »
The shadow is right if the light source is larger than the object. When in doubt, you can always calculate it, just like you calculated the perspective in the bottom right drawing. Shadows are affected by perspective too.

1190
Devlogs & Projects / Re: Battlemace: Winds Of Ruin
« on: May 19, 2016, 09:13:07 pm »
For how large the sprites are, they're rather boring - the detail density is low. So, if they convey all the information you need to convey, then you can safely reduce the sprite size. The more zoomed-out gifs look more interesting than the 100% zoom ones because all that dead space on the sprites is reduced.

I think you should keep the 8-directional movement though. Your movement handling, with units pushing each other, looks very cool and smooth, and reducing the characters to having only 4 directional sprites would damage that smoothness a lot. 4-directional sprites are good when movement is confined to 4 directions, with free movement, you should have at least 8 directions.

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