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Messages - dotodrymo
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11
Pixel Art / Re: [WIP] self-portrait
« on: February 05, 2017, 07:06:54 pm »
My knee-jerk reaction would be to go for a more interesting pose. As it is, you have several unnecessary colors that don't read well at 1:1, and your palette is washed out, which makes this piece look gloomy.

Palette edit:

12
Pixel Art / Re: Moogle doodle
« on: February 03, 2017, 09:28:53 pm »
Glad I could help! I learned color theory for art in general first, and then adapted it to pixel art. My advice would be to study reference for whatever you're drawing. Look at photographs, official art, and pixel art of whatever you're trying to make. As you practice, you'll begin to notice patterns. Most of what I have to say about color has already been said in other tutorials. If you've googled around for pixel art tutorials, you've probably already found this one, but I'll link it anyway:

http://pixeljoint.com/forum/forum_posts.asp?TID=11299

If selecting colors when you start a new piece is stressful, there are a few things you can try.

For one, if you're getting bogged down because you have to manually replace every pixel of a color with a new color, the problem is probably the art program you're using! Most programs suitable for pixel art have a "replace color with another color" tool. I use Gimp, but there are tons of options available. This makes palette experimentation much faster, especially when working on a larger piece. If you're already doing this, disregard this paragraph. :)

Using a preset palette can also help with getting a handle on how to make creative use of color. Dawnbringer's 16-color and 32-color palettes are both great for this:

http://pixeljoint.com/forum/forum_posts.asp?TID=12795
http://pixeljoint.com/forum/forum_posts.asp?TID=16247

There are many different types of pixel art, and each one has its own set of techniques. You might want to sketch out an outline, lay down flat colors, and then add highlights and shadows by varying hue and brightness, like in this tutorial:

http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

Or you might make the palette first by picking several colors that you know you're going to need, then use them to block in shapes that you can refine, like for the parrot picture in the above tutorial.

Palettes often start in a bright, light yellow and end in a dark, unsaturated blue or purple, because yellow is very warm and purple is very cool. You'll often see ramps like these ones:



This is a super generic palette. (I haven't tested it, so it would probably need tweaking for actual use.) It definitely wouldn't work for everything, but a ramp very similar to the red one was used on your moogle. The left ramp would also work just fine:



(I mean, it's toxically green, but it still makes sense to look at.)

But really, the only way to improve and learn is to just go for it. Do the best you can, and then revise until you're happy with it, listening to feedback as you go! :)

13
Pixel Art / Re: Moogle doodle
« on: February 02, 2017, 06:48:13 pm »
That's a lot of improvement! Runensucher is absolutely right about my edit being in a different style. Your initial doodle already had a lot of good stuff going for it, and the ways in which I adapted it aren't universal advice. I'll try to go over why I made the changes I did, and hopefully that'll help you. :)

When I talked about the proportions inhibiting cuteness, this is what I meant:



The face on the left has pseudo-realistic proportions. The face on the right has all the features moved down and the eyes slightly enlarged. This advice doesn't work universally, but generally we find proportions like these cuter. This is also true of head to body ratio; we find larger heads cuter, probably because we associate these proportions with babies.

If you look at the source material for reference, you can see that moogles were designed with these proportions in mind.



This design has a big bean-shaped head with low facial features and a small round body with cute little limbs. The sharpness of the ears and wings accentuates the roundness of the head and body.

Just by emulating the moogle design, your sprite already has a lot of these traits. This is a matter of personal taste, of course, and my modifications of your sprite were pretty extreme, but I find that I even prefer a version of your sprite with minor edits, like so:



I just moved the face down a couple pixels and used the shading colors to round out the body a little. EDIT: and messed up the wings in the process because I wasn't paying attention, oops  :blind:

Your colors are already looking much better, so I'm not sure any tips from me will help at this point, but I'm happy to share my process.

When it came to recoloring your sprite, I saw that all of your shading colors were very close to each other on the color map:



So first, I cut out all the super-similar colors:



Then, I reshaped:



I decided that the black and the purple were rarely used and pretty similar, so I combined them, darkening the purple and making it bluer so it could be easily distinguished from the red. I didn't know what kind of background you were eventually going to put this piece on, so I used my new dark color to add an unbroken outline, because dark outlines go well with most backgrounds:



I knew from experience that because the red was between the purple and the cream in both hue and brightness, it could be used to soften the transition between them. Some of the transitions were still too harsh, so I selected another color between the cream and the red (again, between them in both hue and brightness) and used it to shade/add detail, resulting in my final sprite:



That was a reenactment of my actual process, which involved more trial and error at each stage. I guess I figured out my colors by working with your colors! This particular ramp works because each color is darker and closer to purple than the previous color. By going yellow-orange-red-purple, we make a smooth transition.

Let me know if I can clarify any of this. I'm interested to see how you progress on this and other projects! :)

14
Pixel Art / Re: Moogle doodle
« on: February 01, 2017, 07:38:11 pm »
Edit:



I reduced the color count to four and then worked on making it match the source material. Your overall shape was pretty good, but some of the proportions/feature placements were inhibiting its cuteness.

Your biggest problem comes from using lots of similar colors. Try working with a smaller ramp and varying your hues more to avoid a blurry look!

15
Pixel Art / Re: Blake Belladonna (RWBY) RPG Style Sprite
« on: February 01, 2017, 04:55:23 am »
Your work so far looks good! For details on smaller sprites, especially when making eyes, anti-aliasing is super helpful. I used the gray from the cloak to smooth out the harsh borders of the skin.



I personally find it easier to make sprites from a slightly higher perspective, so I also moved some of the features down/reworked the hair. This is a different style than the one you're working with, but I hope it gives you some ideas!

16
General Discussion / Re: Creating tilesets - standardisation?
« on: January 31, 2017, 06:08:42 pm »
Ah, yeah, that makes sense. I ran into similar problems when trying to make a cobblestone path texture. I ended up cheating my edge tiles so that I wouldn't need the little corner pieces, but the end result still has some severe limitations when it comes to making strips or holes. For a path texture, that's okay, but for your main landmass texture, going the extra mile and making a bunch of edge case tiles does seem like the more graceful solution.

I do recommend making sure your core texture is at final quality before you spend hours making exception tiles, though. If you're interested in C&C, get it now!  :)

17
General Discussion / Re: Creating tilesets - standardisation?
« on: January 31, 2017, 05:01:33 pm »
This template may help you:

http://opengameart.org/content/seamless-tileset-template-ii

Because of the style of tileset you're making, this template has some superfluous tiles, but if you remove those, it should cover everything you need.

I googled as hard as I could, but there's a relevant tutorial which I failed to find. Does anyone know where to find that excellent guide about making efficient grass/dirt tilesets? It advises breaking a tileset into smaller chunks, as in, going from a 2x2 grid of 16x16 grass tiles to a 4x4 grid of 8x8 grass tiles. I think that the whole guide is a big image file on deviantart or something, which makes it tricky to google.

I'm not sure I'm correctly understanding your problem with Tiled. Did you modify an existing terrain? That could explain the weird water properties. You might have better luck using the tilesets tab instead of the terrains tab.

Edit:

I couldn't seem to replicate your problem. Is this what you were aiming for?

18
Pixel Art / Re: Tree
« on: January 29, 2017, 07:48:43 pm »
This is looking a lot better! I agree that the spiky fronds and triangular canopy make for an interesting silhouette, and I definitely understand not wanting to delete a bunch of texturing work. Maybe try repeating the shapes, like so?



Again, I probably went overboard with it, but giving the bottom of the tree a subtle u-shape should help give the sense that it's a big half-sphere of leaves.

I agree with skittlefuck about casting a heavier shadow on the trunk. My attempts to edit one in were terrible, but I think you could make it even more dramatic.

Edit: ninja'd! Aniki is right --- further trunk complexity (branches, big roots) is a definitely good idea.

19
Pixel Art / Re: Chest opening animation
« on: January 29, 2017, 07:17:28 pm »
Nice animation! Because the chest is rocking back and then thumping forward, I think it makes more sense for the impact dust to happen when it lands. See if this is any better:



It's also a little weird that the chest top appears to be rounded when opening, but looks completely squared off once it's resting in the open position.

20
You've posted a partial link!

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