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Messages - Achrileg
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General Discussion / Re: Make your own ellipses (pixel art)
« on: January 11, 2017, 02:53:29 pm »

Yes, I am. But how did I already get the answer?

You were said that it depends wholly on the context. Basically, taking look at ellipses on their own is a pointless exercise.

General Discussion / Re: Make your own ellipses (pixel art)
« on: January 10, 2017, 05:58:30 am »
We understand that there can be different kinds of ways to draw an ellipse in pixel-art, but the point is that there is not real point to this. It's not an exercise that's interesting, nor is it something that will improve your skills.

You have pointed out what we should do, but not why. You're curious about how people approach ellipses? You already got your answer, why do you want us to draw multiple ellipses?

Yeah, well, personally I feel palettes can be a decent tool starting out, but can limit yourself a lot. I think it's a lot more constructive devising color guidelines which you follow (eg., characters are bright, saturated, background is desaturated, grey.)

Looks like I'm not the only one to share this sentiment.

I used a Trust Widescreen tablet for multiple years, then the pen died, and instead of repalacing it, I bought a new Huion tablet from ebay and it's serving me with no issues for 2 years. No driver issues or anything. I'm not currently using Windows10, so compatibility issues may arise with older tablets.

I'm not counting my first super small Genius tablet, which served me extremely well though.

I've never had a Wacom and see literally no reason to get one, besides support. I guess when it comes to support, it's hit or miss whether you will need it. Then again, it's almost cheaper to buy a Huion and then replace it when needed rather than buy an equivalent Wacom.

That being said, I've no experience with tablets /w screens.

Pixel Art / Re: Ferret
« on: January 05, 2017, 08:09:49 am »
I don't exactly know how ferrets run, so you might be accurate, but it looks like his legs are straight almost all the time, and back looks stiff, retaining the same shape through out the cycle. But overall the animation is good, smooth and fluid.

Detail wise, you could add the second set of legs, color them differently. Then, you could also start shading the ferret, adding a simple shadow tone and highlight tone.

Pixel Art / Re: Shop Scene
« on: January 03, 2017, 03:50:31 pm »
So, my thoughts on looking at your piece are that the characters blend too much with the background. Desaturated on desaturated just doesn't really work.  Up the color saturation and make the character pop, have him as an accent of the piece.

Besides that, the characters and building standing on the very bottom of the image looks bad, MysteryMeat proposes an easy fix to alleviate the issue.

Also, in regards to "it's not needed", the details are what make something have character. The silhuettes, I think, do not work at all. Use colors, poses and composition to draw the eye to the main character, and have the characters themselves be a backdrop, but let them be "alive".
To illustrate what I mean I'd point to any Ghibli movie. Their backdrops and background crowds are amazingly detailed and animated, and give life and, most of all, realism to an otherwise unbelievable world.

Pixel Art / Re: [C+C] Pixel self portrait
« on: January 03, 2017, 11:03:47 am »
I like the overall look quite a lot, don't see any glaring faults at first glance. Maybe the collar blends with the neck a bit too much, but other than that it's fine.

I don't really agree with the chin criticism, especially since the camera is below eye level and the head is raised slightly.

Here's how I'd approach if I had to touch it up:

Edit: Looking at my version a more, I like the pure single color bright outline better. I think it looks great.
Also, what I did was move some pixels around, add some shade collar and moved the mouth pixels around a bit.

Pixel Art / Re: Anatomy Practice
« on: December 30, 2016, 03:59:47 pm »
Best advice would be learn to draw anatomy with a pencil first, study and read up on different aspects of the human body. All the knowledge will translate very well to pixel-art, but learning anatomy in pixel-art will just make your life miserable. Sure, pixel-art might be more fun or easy for you, but if you want to get better, start with the basics.

Pixel Art / Re: Struggling in Isometric drawings
« on: December 30, 2016, 04:06:07 am »
Most of it looks fine, including the sword.

About the 3/4ths view, I feel like the biggest offender that ruins the perspective is the coat - here's a quick fix for you to understand what I mean.

The side view looks odd cause of the placement of the feet - they're in the same line. Remember, everything should be in perspective, at least everything you can manage and isn't too small to imply perspective. Also, the pose looks slightly stiff, the arch of the back is too intense. Lean his head over forward more.

What you should NOT do is mix pixel sizes in the same character.

General Discussion / Re: Tips for top down sprites?
« on: December 28, 2016, 01:19:28 pm »
Well, it's sort of hard to say what tips and tricks you'd find useful without really knowing your "skill level".

That being said, some general tips off the top of my head are:

Have a color palette/ color system for characters and background - do not use the same saturation and values on both. Usually having the character have brighter, more saturated colors makes them always stand out and make sure they don't blend with the background.

Remember that the characters are viewed from the top. When drawing the sprites from the front, they sort of form a slight V shape - just general perspective goes a long way. It's not like this is any sort of a trick, just a guideline that helps me when drawing and designing sprites.

Don't have the feet at the same pixel height, even one pixel vertical difference is felt very well. One foot being slightly in front of the other gives depth and it doesn't look like the character is standing on a tightrope.

Think of how long stuff takes to create - even if you're not constrained by time, it does help to simplify. Don't make the characters too complex, noisy, full of textures. Simple is often great, from both a work pipeline and visual stand-point.

Look around, find examples of top down characters which work and which ones don't. You can learn a lot from terrible examples when you think hard about why something looks bad and how you could improve them.

Hope something can be helpful.

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