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Messages - dotodrymo
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1
Pixel Art / Re: apprehensive walk cycle
« on: February 12, 2017, 09:36:23 am »
Ah, I see my mistake! You were right, mysterymeat. I was referencing myself in the mirror, and I'm much shorter than the tall model in the picture. I also didn't recognize or account for her hunched-up shoulders, which made my use of the hand-thigh rule incorrect. Woops!  :blind:

I'm still not convinced that the anatomy is 100% -- specifically, the knees on that skeleton don't align with the knees on the photo reference, which suggests that other stuff is off, especially in the arm-n-shoulder area -- but since you're modifying the pose, perfecting this one is irrelevant.

Good work so far, and good luck moving forward!

Edit: ninja'd - that pose change suggestion looks really good! thumbs up to the shape of the arms, especially. :) 

2
Pixel Art / Re: apprehensive walk cycle
« on: February 11, 2017, 10:09:28 am »
My edit definitely didn't address all of the underlying anatomy issues, but respectfully, those legs are pretty long! The fingertips of a relaxed arm usually come to almost mid-thigh. In order to make her relaxed arm go to mid-thigh, you'd have to imagine that her crotch is way up here:



(forgive my sketchover, I'm on trackpad)

Which makes the legs almost twice the length of the torso. Shifting the crotch down would make the thinnest part of her waist way too high, as well as violate the hand rule. In my edit, the waist is still too high, as mysterymeat pointed out. Changing the height of the legs without changing their shape also highlighted that they're too triangular. In this pose, the legs shouldn't just taper to a point, they should have something of a subtle hourglass shape. My head edit also makes the skull disproportionately large for the sake of readability/fixing facial anatomy, and combined with the semi-realistic proportions of the rest of the sprite, it unbalances the image. That one's my bad.   :-X

Because you're looking to animate this sprite, I'd actually suggest going with something more similar to the sprite you initially posted! This pose isn't super suitable for a walk cycle, since people's feet aren't pushed together when walking.

(that edit's looking much better, though! whatever you decide to do, keep at it! :) )

3
Pixel Art / Re: apprehensive walk cycle
« on: February 11, 2017, 06:06:17 am »
Her legs stand out as the most obvious anatomy issue. Here's an edit with shorter legs and the green tone in the skin swapped out for a warmer color. I also messed around with making a readable face with distinct features at this size.


4
Pixel Art / Re: Trouble with big tree trunk (baobab)
« on: February 10, 2017, 06:25:29 pm »
Wow, I love this! That middle tree, especially, is looking great. Some stuff that stood out to me:

-savannah trees often have redder bark, like in the reference. I'd also strengthen the hue shift on the trunks.

-try yellower, less saturated foliage

-baobob trees come in many shapes, but ones like your ref are a lot taller and thinner. baobob trees also tend to be much taller than acacia trees (your middle tree?).

-the point of origin on the centermost branch of the baobob is a little weird. It's hard to tell if it's coming from the front, back, or center.

-the way the foliage is lined up on the baobob (all in a straight line of leaf tufts with the edges barely touching) makes it look like the canopy is all on one plane instead of projecting radially. Maybe darken some of the leaf tufts to make them look like they're behind the rest/add a couple in front of the branches, like you have on the center tree?

-the cluster of pockmarks along the bottom of the tree is a little visually distracting. thin them out, maybe?

-it looks like you copy/pasted leaf clusters into a rough canopy shape for all of these. it looks pretty good, but savannah trees (including acacia) tend to have flatter canopies, not so much tufts of foliage arranged into a sphere. I don't think you need to completely redo the leaves or anything, but maybe reshape the silhouette a little?

Edit: Color suggestion


5
Pixel Art / Re: Yet another newbies first time.
« on: February 09, 2017, 08:47:53 pm »
I think this piece would look a lot better if the light source was consistent. Currently, the tree is lit directly from the right, the ground has ambient lighting/no light source, and the black background suggests a night scene, which none of the other assets reflect. I think that just filling in the background with a light blue would help you visualize the lighting and mood of the scene. If you ARE doing a night scene, the colors should reflect that, with a bluer palette and less detail in areas the light doesn't hit.

Speaking of the palette, it might help to unify your piece if you reduced the color count and re-used colors where possible. The grass and the tree could comfortably use the same palette, for example. Jehannum is also correct about the shape of the tree. Try looking at photos of trees to get a sense for how they're constructed!

A quick paintover to demonstrate some of these points:


6
Pixel Art / Re: Wolf
« on: February 09, 2017, 12:30:11 am »
I agree with the anatomy/color suggestions of previous posters! No matter what style you're going for, getting your proportions right will help keep your image from entering the uncanny valley. Here's a super rough edit:



Mostly, I moved stuff around until it more closely resembled the reference image. I also don't recommend pixelling a head in isolation. You'd probably be better off either pixelling the whole image, plants and all, or finding a reference image where more of the animal is visible! If your goal is a wolf head icon, I recommend using your darkest color as an outline for better readability. :)

7
Pixel Art / Re: Blake Belladonna (RWBY) RPG Style Sprite
« on: February 08, 2017, 11:21:58 pm »
Great edit, yaomon! I love the way you did the hair, especially.

Dovahkiin, if I may ask, do you have a specific intention for this sprite? I might have different advice depending on what you plan to use it for.

8
Pixel Art / Re: [C+C]Item Set
« on: February 07, 2017, 06:52:51 pm »
These are great! Your technique looks really good, as I'm sure you know.

It might just be that I'm lacking context, but the bone in ooze (?) and purple sludge are hard to interpret. I also feel like the rightmost two sprites on the third row are meant to be food items, but then again, they're right next to the magic green dog butt (??), so maybe they're supposed to look fecal?

The sel-out on the carrots also doesn't match the unbroken outline on the other sprites.

I'm jealous of the way you did the fourth row. That eye of ender looks amazing!

9
General Discussion / Re: Way to view photoshop files in web browser?
« on: February 07, 2017, 12:36:16 am »
I may be misinterpreting your question, but photoshop has an export feature which allows you to save files in browser-readable formats. Try exporting your image as a PNG, maybe?

10
Pixel Art / Re: [WIP] self-portrait
« on: February 06, 2017, 06:34:14 am »
Nice! That looks a lot better, especially the shoes.

I understand omitting small details on a sprite this size, but I think you could imply a face, if you felt like it.

I also think that you could definitely cut the four (?) grayish colors down to two. But admittedly, I'm obsessed with palette reduction.  ::)

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