Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ninety
Pages: [1]

1
Pixel Art / Re: [WIP] Lake house
« on: July 17, 2020, 04:04:36 pm »
I love the impressionistic feel of the rocks

Thanks but they're not rendered yet lol... I might stick with the "looser" feel though and not get too bogged down in small details. One of my pixelart weaknesses is focusing too much on fine detail and neglecting to design the bigger picture.

- Sometimes it can be a good idea to "suggest" detail rather than render all detail, especially when the detail is regular. The wood slats in the hut for example. You could put more detail around the edges and in patches, so you don't have that hard grid pattern throughout.

Good call on that. I've reduced the detail a bit, particularly around the sitting girl. I think it reads a lot better.

Quote
- Composition-wise, I understand that putting the focal point in the centre of the image isn't the most effective. Then we get into phrases like "creating a story" and "drawing the eye" to the important parts of the image. Oh and the "rule of thirds". To be honest, I don't really understand all that stuff, but I would probably try putting the main component of the image off-centre and using your handy shoreline to draw the eye towards it. Then you can make sure viewers take in the bathers (both water and sun) on the way.

I've tried a few different cabin positions - nothing I quite like yet. Since my post I've sketched a deeper part to the water, which I think balances the shoreline better, and I'm starting to come around to having the cabin in the centre (might make some adjustments to the vertical position so that the upper roof isn't as close with the shoreline).

An update:



Maybe a few nitpicky suggestions...

Good suggestions - haven't done much with them yet as I haven't had much time for pixels today, but I agree that the wall needs darkening in particular.

2
Pixel Art / [WIP] Lake house
« on: July 16, 2020, 04:58:09 am »
Hi all,

Working on a large canvas landscape piece. I'm not at all experienced with this kind of thing (more comfortable with tiles) so would appreciate feedback. I'm having second thoughts about the composition, as well as the overall cohesion.



Some areas haven't yet been rendered, obviously; I'm planning to do a subtle colour grade when finished to get some more sunset-like colours. The top area is also getting some trees/vegetation, though my first few attempts were pretty bad.

Cheers!

3
Pixel Art / [Feedback] [C+C] WIP Portrait
« on: January 04, 2019, 09:55:34 am »
Working on a small portrait, partly to sketch a possible character for an RPG, partly to practice portraits in general. I want to get good at character art but I've never made a very serious attempt, so I'd appreciate critique.



Mainly, I'm not sure how to approach highlights on the face, I've sketched a couple areas in but they kinda suck. The nose also feels a little bit weird to me. I'm struggling to define the key shapes of the face via lighting.

 I'm OK with the hair texture, I like the volume at the top but I think it needs refining, I don't want it to look too smooth. But I'd appreciate others' opinions on that as well.

EDIT: Someone elsewhere suggested adding an extra colour in-between the base skin shade and the highlight.



IMO, it feels a bit smoother but at the expense of the simpler, more stylised/defined look from the first WIP I posted, which I liked quite a bit. I'd like to find a middle ground.

4
Pixel Art / Re: [Newbie][Feedback] First time doing pixel art
« on: January 24, 2017, 07:17:48 am »
The anatomy depends entirely upon the style of the game. It could work in a cartoonish style. I'd recommend eliminating the jagged edges on the diagonal outline sections where you've doubled up pixels, though.

5
Pixel Art / Re: [C+C] Character bases for an RPG
« on: August 09, 2016, 07:07:55 am »
Regarding female characters: I did try using transparency to imply a more curved form as per Curly's edit. However, I wasn't entirely happy with the result as it seemed to emphasise the shoulders too much, so I think that would need fixing. I'd also like to avoid transparent patches in the sprite in general, in the interests of conserving form across different backgrounds, although I think now I may need to revisit this.

I did a few non-animated mockups earlier to work out how characters might look in game. You can see a slimmer, more feminine character on the left. Is this an improvement on the body type on the right? I'm thinking a few different body types might be needed, especially to distinguish well-built females from more petite ones.



Regarding the male sprite in particular, how do you think the animation itself looks? I feel like the side view in particular is a little too blobby in the legs, and I'm concerned I don't have enough torso movement/rotation. Then again I don't want to go for something too dramatic considering the NPCs will be moving at a relatively slow speed, and of course player character run animations will be coming later and I want to distinguish them. Thoughts?

Thanks for the feedback so far, it really is helpful.

6
Pixel Art / [C+C] Character bases for an RPG
« on: August 08, 2016, 12:59:17 pm »
Hello. First post here, sorry if I've made any errors (also I apologise in advance for the large number of images). I've gotten a lot of useful advice lurking here, so I'm hoping the community will be able to give me some advice. Tear into me, please!

I'm working on the art for a farming RPG inspired by Harvest Moon. Naturally this means a large cast of NPCs, but having not really worked much on characters before, I've been making simple bases to practice animation before I sprite the final versions.

I'm not too worried about character design right now, as I said these are more bases than anything else, but animation is not my strong suit and this is my first time attempting an animation project of this size, so I would really appreciate feedback. Specifically, I'd like suggestions on how to improve the limb movement (which feels awkward to me) and the overall "fluidity"/cohesion of the animation.

For reference, I'm going for a more realistically proportioned look than most RPGs, something maybe along the lines of Secret of Mana or Friends of Mineral Town.

Standing versions:


Walking:





Any critique appreciated. Thanks in advance.

Pages: [1]