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Messages - eishiya
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21
Pixel Art / Re: CIN
« on: April 29, 2019, 12:33:20 pm »
I think what they might've meant was that this art is so big and low on detail that there's nothing interesting you can do here with pixel technique without making it a very different image.

The wall right now is a scribbly mess that's out of place with the very clean lineart. Perhaps some polish there would help? Higher contrast would help too, right now the shadow may as well be a single flat colour, it's so low-contrast. Instead of scribbling, convey the texture of the wall. That's where pixel technique will come into play, as well.
Also, if the wall has enough texture to show, then it likely has enough texture to affect the edges of the shadows.

22
Revenue share posts belong in the Unpaid forum. You don't need to remake your thread, you can just report this one to the mods and they can move it for you.

23
This is a slow forum, responses can take time.
In addition, you posted your art as attachments, which can't be freely zoomed, unlike embeds. This makes viewing your art a hassle, and can dissuade people from trying to help.

Your work feels rather flat, it looks like you're struggling with shadows. Thinking in 3D and shading accordingly can be a tough concept to fully grasp, but doing some (non-pixel art) exercises in drawing and shading simple 3D forms and then putting them together into more complex objects may help you.

The colours on the bear are nice, you've got some nice hue shifting from warm to cool/purply brown there. That's a good technique to employ. However, you seem to be using a very large number of colours relative to the size of the sprites, making the whole thing look blurry. It almost looks like you scaled down a painting or a simple 3D render.

24
Job offers / Re: [Paid] RPG Tileset Artist / Animator - up to $50/hr
« on: March 31, 2019, 04:06:54 pm »
Could you please provide more information about the work? What are the environments and characters you're looking for? How large? What general style of tiles? How many tilesets (and how big should they be?) How many characters, how involved do you want the animations to be? This sort of information is very helpful for artists to decide whether they can make time for your project, and whether their style and skills would be a match for the project.

25
Pixel Art / Re: please fix my wooden street lamp
« on: March 27, 2019, 02:24:15 pm »
Wood doesn't tend to have such strong variation in colour, the texturing is more subtle. Try using some of those darker colours for shadows instead of texture.

Also, are you sure a wooden lamp is a good idea? Seems like it'd catch on fire, or at least get charred and brittle after a few months. A wooden post might be fine, but perhaps the top part should be stone or metal?

26
Pixel Art / Re: Understanding water flow in top down perspective
« on: March 25, 2019, 11:23:46 pm »
The way you're thinking about it currently-yes. Sinusoidal deformations occur in 3D rather than 2D, and the resulting effects on reflections do not resemble sine waves (due to their shapes being determined by the angles of incidence and therefore being only indirectly influenced by the wave motion), so it doesn't make much sense to draw them as such.

If you want to understand water in a mathematical way, then you'd need to work in 3D, as 2D necessarily obscures some important information. If you want to learn how to draw good-looking 2D water, then you shouldn't worry too much about the mathematics and focus on observing the effects, spend time looking at water (ideally, in real life so you can change your viewing angle, mess with the water surface, etc, but videos can be helpful too). Try animating some non-looping water from reference, at various angles and with various kinds of waves. You can always make it loop later once you have a better feel for how it works. Just as with walk cycles, billowing clothing, etc, IRL there aren't perfect loops for most natural things, but we animators always find a way to make it work by fudging the details :]

27
Pixel Art / Re: Understanding water flow in top down perspective
« on: March 25, 2019, 09:52:35 pm »


In addition, due to the Fresnel effect, water appears less reflective the higher your viewing angle is. This means that if your tiles are from-above or typical 3/4 RPG view, there should probably not be reflections at all, or only minimal reflections, and instead we'd see through the surface of the water and into the depths.

This is not 3/4 perspective but it still have reflection from trees from top down view... So If there is more stuff near by the pond.. Should it reflect other stuff like Tree etc?

https://i.imgur.com/iAYFRQU.png
In that image, it's not reflections but shadows, which would only change a little bit as the water moved. The reflections in that image are very faint, and notice how you can see through the (murky!) water a little near the sides due to the angle.

28
Pixel Art / Re: Understanding water flow in top down perspective
« on: March 25, 2019, 04:00:00 pm »
Something to keep in mind is that the undulating dark shapes you see on water are not shadows, they are reflections of darker elements in the environment (while the base colour tends to be a reflection of the sky). As the water surface waves, the angle of incidence on each part of the surface changes, leading to moving reflections. This is what's responsible for the separate globs of darkness.

In addition, due to the Fresnel effect, water appears less reflective the higher your viewing angle is. This means that if your tiles are from-above or typical 3/4 RPG view, there should probably not be reflections at all, or only minimal reflections, and instead we'd see through the surface of the water and into the depths.

29
Pixel Art / Re: [WIP] Underground Passage
« on: March 12, 2019, 09:30:54 pm »
Although the new bricks in the lighter area look better (they look like something rather than just noise, at least), I feel the fundamental problems haven't been addressed at all - the planes are still not well-separated (especially in the second area), and the art is still very noisy.

30
Pixel Art / Re: [Feedback][CC] Retro 90s RPG Mockup
« on: March 12, 2019, 09:28:18 pm »
You could add texture to the planks without making them into high-contrast logs, by using low-contrast colours and focusing on texture instead of trying to add shadows to flat objects.

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