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Messages - eishiya
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21
Pixel Art / Re: Colors look too muddled? 32 x 32 tileset [WIP]
« on: March 01, 2019, 02:18:32 pm »
Unless you're specifically going for a very blocky look, try to avoid such straight boundaries between the two grass types and along the sides of the dirt(?). You have plenty of space within the tiles to make the boundary irregular while still having the edges of the tiles match up.

22
General Discussion / Re: How to price a tile set for a project?
« on: February 27, 2019, 11:09:45 pm »
It's common to pay by the patch, where a batch can be almost anything depending on the project - several buildings, or just the tiles required to put together a bunch of similar buildings. Or, if each building is large, complex, and bespoke (not made up of smaller tiles), then paying by the building might be acceptable, since each one is a lot of work. Artists often give discounts when they can expect a continuous stream of work though, so being clear and up-front about how many buildings you need and when.

The price depends a lot on the size and complexity of the art (plus additional considerations such as whether it needs to fit an established style, etc), so you'll need to provide that information before anyone can give you a useful estimate. A tiny and cartoony sprite takes much less work than a large or complex one, and the prices differ accordingly.

23
Pixel Art / Re: 2 Heads
« on: February 22, 2019, 01:34:05 pm »
Robots are even worse at changing the sizes of their features xP
Try to avoid shrinking the width of the eye and it'll look more "natural" without too much extra work. Just keep some black pixels where the eyelids meet instead of using the skin-grey.

24
When I mentioned the style clash, I was primarily referring to the style difference between the portrait in the text box, not the other sprite - those two match well enough. In addition, the environment seems to be at a smaller scale and more cartoony than the characters.

I understand about the inspiration, but I don't think it comes across in this style, and just looks like a mismatch. Consider building on the implied motion of those sprites, interpreting it to match the more rendered, detailed look of your sprites.
Incidentally, since you have the luxury of hiding the mermaid's lower body, you can create that bobbing motion by having her bob in the water rather than from her waist. The artists of old would've probably gone for that, given the opportunity.

25
Agreed about the style clash.

Her arm and body become shorter by a pixel for some of the frames, it looks off. It's the sort of idle animation you'd see in an 8-bit RPG with tiny sprites, it feels out of place with a more realistic style. The arm also seems to get a pixel thinner in one of the frames.
I think it would look better to keep the body animation sub-pixel and subtle unless you have a particular movement for her to do.

26
Pixel Art / Re: Here goes some animated tiles
« on: February 08, 2019, 05:32:40 am »
Instead of thinking about frame duplication, try drawing a timing chart, so you know where the button should be in each frame.

If you must do it via duplication: duplicate more frames towards the extremes, since that's where it's slowest, e.g. no dupes of the middle two frames, 1 dupe each of the frames next to the middle frames, 2 dupes each of the next 2. That will give you sine-like motion. However, that won't give you the overshooting that'll make it feel springy, that's tough to do well without doing a timing chart.

27
Pixel Art / Re: [WIP] Forest scene
« on: February 07, 2019, 04:18:29 am »
The background is rather high-contrast, and the character is a bit hard to spot as a result. Try either lightening the darker layers, or darkening the lighter layers, so that the background covers only a smallish value range.

28
I think some smoke/steam would be a good idea, but right now it's so high-contrast and solid that it's drawing my eye away from those lower-contrast details like the dumpster, and to itself.

You'll have a hard time getting the viewer to focus on those details unless you make them pop visually themselves, just because the neon is so high-contrast. On the other hand, is that such a bad thing? Having some subtle details to find on one's own is fun too!

29
It's definitely got that cyberpunk thing going on now!
Some bits of the buildings feel rather flat (such as the parts beneath the porn fan's window), some cast shadows would help a lot there.

30
Pixel Art / Re: ninjavivi's corner
« on: February 02, 2019, 02:50:23 pm »
I feel that in both cases and on your spheres, but especially on the blue guy, you could use more hue-shifting to help bring the colours together and make them more lively. On the blue guy, you don't seem to be hue-shifting at all!

An unrelated crit: the greenish knight has a lot of pillow-shading in the rounded areas (the knee guards, the boots, the tassets), shading around the edges of shapes instead of according to the 3D form of those shapes. This also leads to a lot of banding. Don't be afraid to have well-lit portions of a shape bump up against another object! Your light seems to be coming from the upper left (aside from a few random bits lit from the upper right xP), and unless something is casting a shadow from that direction, that means the upper left of round objects should be well-lit, even if that's right near the edge of the object. You should also not be afraid to have light colours right up against dark ones without a buffer of medium colours, especially for shiny/reflective objects, or objects with sharp corners!

Here's an edit where I tried to make the lighting more consistent, and to avoid pillow-shading on the round objects:

I most likely misinterpreted some of the armour pieces, which might result in some nonsense areas. If my critique above doesn't help you understand something in this edit, feel free to ask!

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