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Messages - eishiya
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Pixel Art / Re: [WIP] Clouds
« on: November 18, 2015, 12:00:58 am »
It's not that you should darken it, it's that you should make it clearer what that shape is meant to be. If it's glow from the moon behind the clouds with some thicker clouds in the middle of it, then I'd recommend having the outline of the moon faintly visible, and making the clouds shapes more clear.

Pixel Art / Re: Player hud for space-ish game
« on: November 18, 2015, 12:00:19 am »
I don't think it's out of place, it actually matches the red on the character pretty well, which makes for a nice visual connection between them and their HP.
If you want to make the HP bar more vibrant without going back into eye-burn territory, try using orange instead of red, maybe make it "glow" (have yellow fading out to red instead of solid red).

Pixel Art / Re: Player hud for space-ish game
« on: November 17, 2015, 10:29:28 pm »
I think part of the problem is that the colours are rather harsh.
The helix form of the HP bar is a neat idea, but doesn't read well at 1x because the dark red blends with the black, because of how bright the lighter red is. I think with different colours this could be very effective. Perhaps a less-bright red, with a slightly darker and purplish colour for the back part of the helix?

Edit: Here's a version with the colours on all three bars modified (made less intense), and a little highlight added on the two smaller bars for some extra interest:

I don't know how important each bar is, or how this part of the HUD looks in context of the rest of the game, so I don't know how well it would work, but I hope it gives you some ideas!

Pixel Art / Re: [WIP] Clouds
« on: November 17, 2015, 09:55:24 pm »
The bottom half looks great, like a very overcast sky. In the top half, things get confusing. The light area in the middle is really throwing me off, because I can't tell what it's meant to be. It looks like it's emitting light, going by the lighting on the clouds around it? But I can't tell.

Pixel Art / Re: [WIP] Polishing things
« on: November 17, 2015, 08:59:54 pm »
Everything looks great so far. Try adding some extra colours, I always find a bit of variety leads to more creative solutions. If you're just pushing around 3 shades there's not much you can do in terms of polishing except clean up your clusters. Focus on a small part of the image and get that to the level of detail you like and then you can try to expand that to the rest of the image. It's hard to focus on pixels when you have hundreds of thousands of them to look at.
Cleaning up the clusters is exactly the part I'm having trouble with xP I would prefer to avoid adding more colours since the four colours used so far are already very similar. After I make more trees (including ones further in the background), I will probably need to adjust these colours, and I might need some transitional colours then, but at this point, any colours I add would be to expand the value range (which I don't feel is needed in this case) or to add hue variation, which I'm not sure about for spruces, they tend to be more evenly coloured than broadleaves, dead branches notwithstanding. I might add some brighter young shoots to the tips of the branches, depending on which seasons I end up having in the game.

Another update:

I think this one could pass for "finished" in a game, so I feel comfortable moving on to other assets. Critique on this is still welcome, I hope to do better than passable!
I will

Seconding including them all or allowing mix-and-match parts, if you have the energy to animate them!
I like the chap in red and green, and the butcher. Ear-hat guy's cool too. Rat-tail Elvis though... I can't decide!

I also agree about the shadows. They look boring, and the outhouse shadow almost reads like a gameplay element because of how straight it is. Even a slight skew would work wonders.

The new trees are interesting, but between how few leaves there are compared to the volume of the trunk and their size relative to the characters, they look stunted. Since they're so small compared to the characters, perhaps they should be bushes instead of trees?

I don't like the white in the new sprites, it looks too bright and clean. I think a more off-white colour would be more suitable, maybe a warm grey (with appropriately warm shadows), which would work both for clothes and hair.

Pixel Art / Re: [C+C] Album Cover
« on: November 17, 2015, 03:20:53 pm »
With the moon now having a definite light source from the side rather than "from the front and maybe just unevenly coloured", I guess it's time to point out a physics derp: If the moon is lit from above the horizon, that means the sun is above the horizon, which in turn means it's day time xP Maybe you could v-flip the moon to make the light be coming from below, to avoid redrawing it?

Your large transition cluster worked well for the low-contrast moon, possibly-front-lit, but it doesn't look quite right with this lighting. The moon has no atmosphere and its surface texture is relatively flat compared to its size, so the light-dark transition is quite quirk, with only some craters to make it softer. Decroded's example has the transition done quite well, while even keeping some dark-side detail (the main problem with it was that the shape of the transition made the Moon look flat compared to yours). I think your super-blue transition cluster should be darkened, and a narrower blue band should be added between it and the lit part. The craters on the lit side should have lower contrast, probably.
A smaller but gentler transition would solve the other problem created by your colour change: the moon is now the most contrasting thing in the image, and completely distracts from the rest of it.

Pixel Art / [WIP] Polishing things
« on: November 16, 2015, 07:23:00 am »
First post! Some of you might know me from PixelJoint. I don't post a lot of art, mostly for one reason: I never finish anything. I have a lot of trouble polishing/refining things, they just get stuck in a perpetual rough state, no matter how much work I put into trying to clean them up. They never look finished, so I never post them. I'd like to learn to put a spit-polish on my stuff. I think I just have no sense of direction/goal once the general forms are there. I have a similar issue with non-pixel art, but I've developed some techniques to deal with that, which sadly don't apply to PA.

Since this is a first post, obviously I have to post a tree. So, here's a WIPpy tree, a youngish spruce:

I feel satisfied enough with the general shape of it and I'll be tweaking the colours once I have more of the assets done so that I can make sure everything works together, so my goal here is mostly pixel-level polish.
This is for a side-scrolling game. Here's a very rough general feel/layout sketch for context:

Edit: Tweaked it a little, still doesn't look done. Need to make nicer clusters, but I am clueless.

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