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Messages - MysteryMeat
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1131
Pixel Art / Re: [WIP] Post apocalyptic character type.
« on: December 06, 2016, 06:37:14 pm »
The problem comes in that you can't really shade solid black very well. You can use dark purple as a highlight, but there's not much else to work with there since black is already max darkness, yanno?

1132
Pixel Art / Re: running [c&c]
« on: December 06, 2016, 06:32:18 pm »
Not quite right, ideally you want les frames with the legs moving forward! You might have to chop or play with frame duration moreto get it going

1133
Pixel Art / Re: [WIP] Post apocalyptic character type.
« on: December 06, 2016, 05:40:00 pm »
I'm not quite sure what you are looking for here, the majority of his outfit is too dark to really shade properly

1134
Pixel Art / Re: Agumon (from Digimon)
« on: December 06, 2016, 08:00:40 am »
Don't full-copy stuff! A good excercise is to size-down pictures to better understand the lines of the body, but if you simply duplicate things there's a limit to how much you can learn. Pixel art is also somewhat of a specialty art, best approached with a more basic artistic skillset.
Start with random shapes, and once you get good at that, start drawing cartoons and people. When you're doing alright there,  start looking at skeletons and muscles and try to learn how to see the true mechanical function of the things you draw. It's a bit of a journey, but if you need a good and comprehensive helper guide, a common resource people reccomend are the Andrew Loomis art guides. You can find them fairly easily through google, just type in his name and a few results should pop up!
He's the kindly artist grandpa everyone deserves.

1135
Pixel Art / Re: Agumon (from Digimon)
« on: December 06, 2016, 06:31:34 am »
That is absolutely a good first step! Understanding how basic shapes interact with light is the foundation for more complex shapes.
As a rule, try to figure out cones, cubes, pyramids, and flat objects. After that, more oblique concepts like texture come: drawing floating tubes of water, dirt, etc.
Shading is easily the one you want to learn soonest though, as good shading is what tends to elevate a drawing from a flat drawing to a 3d object with volume, however basic!

1136
Pixel Art / Re: [WIP][CC] First time doing a portrait, any feedback?
« on: December 06, 2016, 06:28:00 am »

Some very minor tweaks, of most important note is that I carved away the right side of his cheek some to give it a more natural shape (cheeks rarely encompass the eyes, eye sockets are a very large recesses that tend to leave gaps between brow and cheek as I've done here) and I removed and changed some of the colors on the hair.
I also tweaked the ear, which was shaded very darkly despite the light source coming from around where it was.
There's other minor stuff like some chin tweaks to sharpen his heroic jawline, but hopefully you get the gist of it!
I'd say your proportions are fine you just need to look at some comparable faces to try and figure out where to shade some more. There's plenty I left undone here due to time issues, but I'm sure you can figure it out!

1137
Pixel Art / Re: Agumon (from Digimon)
« on: December 06, 2016, 03:31:32 am »
In order:
dpixels simply has more knowhow and experience with art and that coalesces into a better version of what you tried to make. An understanding of forms, color harmonies, and their use of outlines  are what set theirs above yours especially. There is no shame in this, some people are going to be better than you, focus more on making your way towards these people as goalposts for your own artistic growth instead.
His colors work better because he used (non-dithering) cel-shading, more contrast in his colors, and he added transitions on the outlines to create better color divides. His reduction in the palette also made the individual colors stand out way more with the addition of that contrast. as a general rule I try to keep at least five steps in saturation or value seperate from the original color to create a visible contrast, but it can be better or worse depending on your light source and intentions with the colors.
Finally, that's subjective entirely. Both can work, so long as the art style of whatever you're designing around is built around that stylistic choice. For example, paper mario games use the thick outlines to highlight how flat the characters are and make them appear more cartoony, while in games like Golden Sun character sprites take a more lineless approach to create a sense of higher graphical fidelity. In this case there's no definitive "right way," it all depends on what you're looking to create.
I do reccomend starting with normal outlines though, I find them helpful and charming in a lot of ways and applying line weight to pixel art is one of the more interesting things you see done with subpixeling concepts.

1138
Pixel Art / Re: running [c&c]
« on: December 06, 2016, 12:35:35 am »
You bet! I did a slight edit here, removed a few frames to give the forward movements a bit more snap.
As a rule, if you want a faster movement it should take less frames to make that movement!


The offset to what I did here is that the gait is a bit uneven (I didn't pay enough attention to what I was removing, oops!) but if you can get it even looking this is the pace you want to look for!

1139
Pixel Art / Re: Agumon (from Digimon)
« on: December 05, 2016, 11:24:53 pm »
To add to the above, dithering is a weird one you might want to avoid for now! It's primary use was to circumvent color limitations to create graduated color ramps without actually adding a new color, like in the example I made here:


While it CAN make for an interesting stylistic choice, for example as an emulation of crosshatching methods, try not to let it become your default method for shading! I used it as that for a good while and most of my early work came out looking very gritty and noisy as a result. Try to work with cell shading more often than not, clarity is integral to pixel art!

1140
Pixel Art / Re: Some avice about animations
« on: December 05, 2016, 11:15:40 pm »
Close! I did some minor tweaks here, the overall motions are good but the arm needed a slight bit of tweaking (notably, I removed a pixel on the shoulder to imply rotation) and I extended the back leg out more on the forward-swing so it better matched the foreground leg!


(I also resized it to original resolution, pixelation has a script in play that allows you to click on images to resize them without loss in quality, posting at original resolution makes it easier to do tweaks like this for illustrative purposes!)

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