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Messages - Sovryn
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Portfolios / Re: [Available for Hire] Pixel Artist/Animator
« on: April 23, 2021, 01:34:25 pm »
Open for work!

Portfolios / [Available for Hire] Pixel Artist/Animator
« on: June 10, 2020, 01:09:38 am »
Hello everyone!

I'm a pixel artist who specializes in character animation and design. I'm currently looking for paid/contract work. You can message me from the contacts listed below for more inquiries!

Contact -
Discord: cutman#7030
Twitter: @pixelangell

Below is some of my more recent work!

Feel free to give me a holler and we'll see what we can get going!

Portfolios / [PORTFOLIO] Pixel Artist
« on: February 01, 2018, 12:13:04 am »
Hello all,

I've not posted on this site in over a year so I decided to start this new thread for my portfolio. Here is some of my most recent work.

Run cycle of an unnamed character

Rough animations of a project I worked on from Spring to Summer of last year. The character has a total of 208 frames (all of which were rough/placeholder)

Explosion I've redone

Older work can be found here:

Thank you and I hope you enjoy.

Devlogs & Projects / Re: Huge Swords and Tentacle Monsters
« on: November 28, 2016, 06:30:28 pm »
I can't wait to play it  :lol:

Pixel Art / Re: [C+C] Trying to improve!
« on: November 28, 2016, 08:14:21 am »
As far as going into projects and not completing them - maybe the project itself was unrealistic/too ambitious. There's a number of factors that could have probably accounted for your multitude of incomplete works such as the scope (how big your project was considering every detail that'd need to be worked), the skill levels and capabilities of members involved, patience and perseverance (as you mentioned wanting to improve) and also just basically how long you've wanted to work on the project/how long of a timespan you set to complete the project (which ties again back into the scope).

Regarding the walking animation ~
There's a number of tutorials and videos that can help with that. Personally when I animate, I (usually) act out the animation. I try to feel out what my body is doing and where the main points of animation actually matter (visually) in my motions. I also work on applying dramatized frames (which are created through principles of animation) to make the piece more appealing.

As for the pug ~
It's extremely charming. I like the pug a lot lol. I would take off the red line running down from his collar. I'm not sure if that's supposed to be the leash, but it looks like he was cut and that's blood. The smaller the sprites, the less you want to add. At that size, it's moreso about using a single pixel to really demonstrate the idea of the detail rather than the detail itself (ex: the 3 pixel tongue you have rather than anything bigger than that really). It would've been best to leave the collar at that, but you're already applying that idealogy though (as shown in your previous works in the posts) - which is great!

With your characters in your newly experimented styles - I like the first. It definitely gives a more macho look with the emphasis you created on his pecs/chest, smaller head and such. The proportions better convey the 'strong' look you're striving for compared to the latter. Granted, the latter isn't bad either. You're still trying to find your style and there's always much to learn and gain in doing so.

Note: I use hyphens a lot. I know it's not grammatically correct but it's to add a sorta brief pause for emphasis. I try to be personable and creative when I write posts. I'm new to forum environments  :P

Anywho ~ super great that you're trying to improve! It's extremely admirable that you're able to realize and come to terms with the faults in your past and use opening up to the forums as a remedy to better your work ethic. I do bid you luck and wellness on your journey of refinement  ;)

Pixel Art / Re: Idle animation help
« on: November 26, 2016, 11:37:05 pm »
Hmmm... With the way you drew the weapon - it'd make a lot more sense for the character to be holding the mace in front of him.

I also moved the mace a bit forward in the last frame and also added another frame at the end to give the mace a smoother transition into the first frame. The animation does make it feel a bit heavier though with the slight pause on the character's body movement on the additional frame

Pixel Art / Re: Idle animation help
« on: November 26, 2016, 12:52:27 am »

I'm not so great with terminology and specifics regarding art and the like but mind me, if you would please ~

I added two more frames to the beginning of the animation for a greater impact of 'squash and stretch'. The two frames are very minor - they only carry the head one pixel up but it adds anticipation. The anticipation creates a more bouncy bounce. I also brought back the arm for just that tad bit extra effect. The same was done with the second to last animation (I stretched the arm forward).

I was having some weird issue with a jittery animation on the eyes while remaking this. The altered frames are more or less what you have with just the eyes going in a more straight up-and-down motion.

Hope this all helps!

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