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Messages - drain.
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31
Pixel Art / Re: [NEWBIE] Help on improving my pixel art
« on: June 15, 2016, 01:41:46 pm »
The way you approach pixel art is different for all people. It depends highly on your artistic and creative background. What do I mean by this?

If you're a person that has an artistic background (i.e. have some experience in art of any kind, such as painting, sculpting, digital art, or traditional art) then you will have an easier time in adapting to the techniques of pixel art, as you already have knowledge on several techniques and concepts in art that you have to know if you want to be proficient in pixel art, such as concepts in anatomy, composition, colour theory, stylisation, shape and form etc.

If you're a person that is a complete beginner when it comes to art (i.e. have never touched any kind of drawing medium or material before), then it's not recommended for you to go straight into pixel art, this is due to you not knowing any of the fundamentals mentioned beforehand, if you're this person, try starting with paper + pencil/traditional medium, before going straight to the digital medium, because the former is way easier to understand and learn than the latter. Even with this, I wouldn't even recommend going right to the drawing. Reading tutorials, articles and watching demonstrations from the professionals will also help. Pixelation also has a section dedicated to other forms of art, apart from pixel art.

32
Pixel Art / Re: [WIP][CC] Chibi Commission
« on: June 15, 2016, 01:03:13 pm »
I, for one, am actually amazed at you. Not because of your ability to make pixel art, but by your dedication. Personally, I never really get anything done, because I become so lazy/busy. I seldom finish a piece because I grow tired of it or I become occupied by something else.

I salute you for the dedication to finishing a piece. Even if your thread attains more than 50 replies.

33
Pixel Art / Re: [c&c] Grimy Bathroom
« on: June 15, 2016, 12:58:34 pm »
Looking great so far!

First nitpick is that a lot of the shadows seem to be off. Especially on the toilet and trashcan. The said elements are not directly in front of to the side of the light, so it doesn't really make sense for them to have perpendicular/right shadows. Having that circle/cone of light gives you a pretty good point of reference when you want to know what angle to put shadows in, I don't have any access to photoshop right now, but I'll make a mockup of proper shadows whenever I get the chance. Shadows also get bigger depending on their proximity to the source of light, any objects that are nearer to the source will cast a bigger shadow, and vice versa, this alludes to the shadow of the sink. The inside of the toilet + tub also shouldn't be that bright, because the source of light is not directly on top of them, and they're insides are concave. The mirror, I think, is still a bit wonky, I just don't know how to fix it.

34
Pixel Art / Re: [C+C] Shadowy Figure
« on: June 14, 2016, 11:10:53 am »
Look in the mirror while there's a light on top of you. The shadows don't shape your head like it's a ball and go down like waves (like Pizza Steve Tom said), shade the face according to the facial structure of your character. Colors also have issues, make a larger space between colours, in other words make them have more contrast.

35
Pixel Art / Re: Pixel Fonts - Week 6
« on: June 14, 2016, 11:07:42 am »
I don't know a lot about sans and serifs and all that shizz, but they look great! And I can't really give any advice from a font-maker's point of view.

However as a pixel artist, some anti-aliasing can take all of this to the next level!

edit: I tried anti-aliasing them myself, but realized you uploaded them in .jpg format  :(

36
Pixel Art / Re: Help with Metallic Shading (The Returnening)
« on: June 14, 2016, 11:04:52 am »
I loved the other thread, and I'm very excited to see the final product come out of this.

I hate yellow, a lot. It doesn't look good on me when I wear it, and it's sometimes a pain to shade. Right now, it's not shiny enough and the colors look bland. If you're going for gold (which you obviously are), I would recommend hue-shifting towards an orangey-red, also highlighting with extremely light colours, gold is supposed to be shiny.



The bar on top looks like breakfast fun-times while the bar on the bottom can read more as gold. Keep in mind that gold actually reflects any surface that you put it on, so the bar on the bottom is actually shiny breakfast fun-times.

37
Pixel Art / Re: [C+C] Faith from Mirrors Edge
« on: June 13, 2016, 06:22:52 am »
They look really nice!

Main issue with your latest version is that everything lack depth, try using more faded colours for the background.

38
Pixel Art / Re: [WIP][CC] Chibi Commission
« on: June 13, 2016, 06:21:10 am »
Atnas and PPD make pretty good points, and a really great draw-over. As with pixel art, even the smallest change can alter a piece very drastically, as showcased by the two frames of different overlap. I also agree with SARS, try working in a bigger canvas, because it gives you way more freedom when you want to change or remove some stuff.

39
Pixel Art / Re: WIP Tiles
« on: June 13, 2016, 12:53:36 am »
Good progress so far!

As always, references can always be used for anything. If you're not sure how you want a tree to look, look at other trees and draw inspiration from them. Your objects lack definition and distinction, you should use outlines/darker shades that envelope the outer areas of your tile, because some colours blend too well with the blue in your background.

40
Pixel Art / Re: (WIP) Game graphics - ive got stuck :(
« on: June 13, 2016, 12:42:03 am »
The shadows definitely help add depth, but the placement of them makes the clouds look too low. Even if the distance is stylized, they look like they're forty feet off of the ground instead of hundreds or thousands.



There are also moments where the shadows contradict the depth of your other objects, like this waterfall. The face that should be vertical looks flat because of the cloud's shadow.

While I do agree about the flatness when it comes to shadows, keep in mind that these are supposed to be game graphics, and we need to take how he's supposed to program changing depths into a 2d game in consideration.
 
First thing I noticed were the clouds are too opaque, the cover up a lot of the other graphics and game elements.

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