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Messages - Ma3vis
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41
Challenges & Activities / Re: The Daily Sketch
« on: January 24, 2017, 02:04:04 pm »

42
Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 24, 2017, 11:36:28 am »



Highlighted some conflicts with a red outline

01. top menu needs more contrast from the overall game
02. characters' hair in comparison to 
03. the power line looks strange
04. the incomplete sign on the bus stop (?) takes away focus from everything else -- needs less bright colors

Also all the dark colors (gray buildings, dull green jacket) looks muddled together
Hence a reason the reshading on u/Bak's building looks cleaner

43
Pixel Art / Re: [Newbie][Feedback] First time doing pixel art
« on: January 24, 2017, 11:03:44 am »
Not exactly sure of what is wanted here but made edits, although not perfect




For reference was considering this to be the overall style it fits, or is similar to




44
Pixel Art / Re: Techniques and tricks for good looking tilesets?
« on: January 21, 2017, 11:34:27 am »
Honestly it depends on the style you're hoping to use or imitate
Or what you are more comfortable with in terms of "artistic vision"

Most pixel artists refer to console gaming generations for standard measurements

* For the PSX generation, the average was 32x32 tileset at a 320x240 resolution

* For the SNES generation, the average was a 256 x 240 resolution with variation in tileset sizes

* For the GB generation, the average was 16x16 tileset at a 160x144 resolution

I think modern pixel art games run on a native 640x480 resolution with either 32x32 or 64x64 tilesets then upscale to 1080

But personally I have a tendency to work with a 16x16 tilset because that's what I am comfortable with
Some people find that the higher resolutions are easier because they aren't bound by constraints as much
Therefore higher resolutions I think are easier for those who paint, while smaller resolutions are for those who dither

In each console generation there's also a color palette association to take in consideration
Which is defined by their frequency, console limitations and commonplace during each era
There's numerous threads on color theory based on this within the forums

For example, some folks might feel more comfortable starting out with a Gameboy color palette
As it uses 8-bit limited color palette which might help with learning to shade and when to use certain colors

As a side anecdotal -- cinematographers in hollywood like to strip down their movies to a black and white color palette
This helps them balance the use of tone and contrast in their film

45
Challenges & Activities / Re: The Daily Sketch
« on: January 20, 2017, 03:52:33 pm »
@wolfenoctis - how do you animate sketches like that frame by frame?

Do you use some kinda light source behind the paper and draw each frame atop the other?

Or are you one of those who use a notepad and flip the corner of the pages like a magician?

46
Pixel Art / Re: Techniques and tricks for good looking tilesets?
« on: January 20, 2017, 01:51:27 pm »

I do believe that FF6 is always a celebrated favorite to aspire towards:

https://www.spriters-resource.com/resources/sheets/52/54728.png




But no one is expecting these grand accomplishments to be imitated now, just considered.

Personally speaking, as someone starting out it's easier to either start with smaller resolutions for detailed work
Or sacrifice the use of details in larger resolutions -- in trade for a more cartoonish style

Take Mother 3 for example:




While M3 (cartoony) and FF6 (serious) are opposite sides of the spectrum, both are acceptable options for inspiration

You use a 32x32 tileset -- so does the game Aquatis over on SphereDev



This style would be a goal that is relatable to your current tile set, as it sacrifices detail for a more cartoony style

You'll notice the mountains in their tileset aren't highlighted or cutout with dark lines
Rather suggested with the contrast from different shades of grey

Their use of snow is a plain white tile
They use spare tiles of light greyish curves to suggest that the plain white is also snow

Sometimes less is more, in other words

47
Quote
How is listing solutions to each problem a troll?

Personal interpretation of the situation:

* msPaint is a program pixel artists prefer to avoid (community trope)

* msPaint is also strictly listed in the OP as the thing he is seeking alternatives against

* to then suggest msPaint in a thread asking for alternatives, and in spite of community boycott

* It's a matter-of-fact suggestion in context of the OP plus in response to supported reasons from u/yrizoud that makes said post seem troll-ish, rude, or catty I believe.

Personally would not like it if a question required answering and it were trolled with something I explicitly listed to avoid.

And it's simply a warning, I would just avoid pressing the topic any further -- again, personally speaking.

48
Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 19, 2017, 06:28:32 am »
Green is a recurring theme in cyberpunk because of the old IBM terminals glowed a phosphorescent green. It stuck, obviously.

Neon colors in general


So is red/white/orange for contrast




Blue also tends to be a middle ground in blend/transition from purple or green






49
Pixel Art / Re: Critique on Walking Animation?
« on: January 19, 2017, 05:28:30 am »
Some notes:

* the head is stiff -- needs to bob with movement

* the hair needs to have more bounce/movement too
   at the least some sorta breezy motion

* the legs are really thin
   you can either stylize this in a more cartoonish format
   or possibly cut out the height and shorten the character
   or simple add some weight to them

* the shin area is animating oddly -- although the feet are fine

* the arm swing is in full windmill -- either naturalize the animation more to dangle












OR for a more arm-to-chest swing, lean her posture into a jog animation, starting with elbows bent





edit: apologies, not one for references but perhaps these examples are better/relevant?

These are just a few technical things atm that I can see

50
Pixel Art / Re: 32 x 64 character sprites, figuring out sel-out
« on: January 15, 2017, 09:46:25 am »
Personally am not the best but here's my attempt





It might help with the walksprites if you haven't started yet already

Agree with MysteryMeat too, but the sprites could use a smoother shading or width to them I think

For the majority the sprites are good except for the shins/legs on the south and north facing sprites

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