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Messages - SilverBrick
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Pixel Art / Re: What do you think about those characters ?
« on: November 18, 2019, 10:32:06 pm »
Here’s a tweaked version:



I think the three main takeaways here are the direction of the light, the volume of the character, and HSV shifting.

Light should always (usually) shine from a specific direction. In your case, it seems to be somewhere off in front of the character, to the right of the canvas; however the shoulders and hair contradict this. If you shade under the arms and the highlight the right side of the hair instead of the left, the sprite looks more consistent so it’s easier to tell what’s going on.

When you shade a character, you’re literally telling your audience “This is the bit that’s in shadow”. If your shading is only one pixel wide (on a big sprite, that is), that suggests that your character is paper-thin, which probably isn’t actually the case. If you widen the shaded area, it gives a better idea of the character’s volume.

Finally, HSV shifting sounds like a crazy technical thing, but it really isn’t. All it means is taking the color of light into account. During the day, the sun shines yellow, so you want your highlights to be yellow-ish, and your shadows to have less yellow (or more blue) in them. Mortmort has a great video on choosing colors that I recommend here: https://www.youtube.com/watch?v=QhgSM_tnPM4

A few misc things:

I messed with the positioning of the right arm. I think it’s personal preference which you think is better, just thought I’d put it out there.

Always exaggerate colors. They tend to look over-the-top close-up (the skin tones certainly did), but when you zoom out they’ll fit together better. If it still looks bad when you zoom out, that’s when you tone them down.

I continued the pattern on the clothes into the shadowed area. Again, personal preference.

I only HSV shifted the skin and shirt. The hair, pants etc haven’t been done. Then again, the pants are already blue so ¯\_(ツ)_/¯ And of course you have the other sprites.

I noticed an extra shade of blue on the pants, which could be easily replaced by the other one.

I noticed that the pattern on the left and right side of the shirt is uneven, so I went ahead and mended that.

Hope I helped! I know I had a lot of criticism, but I really do think they look great, and I especially love the question mark tee on the little guy! They just need a little refining is all.

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Pixel Art / Re: Side-view character; having trouble with shading
« on: November 18, 2019, 09:14:31 pm »
Alright, here’s an ultra-quick edit I made:


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Pixel Art / Re: Side-view character; having trouble with shading
« on: November 18, 2019, 08:50:49 pm »
That improved the flow on the torso a lot! I think the next thing to consider here is the shading, I don't think the dithering quite works at this scale and makes it look textured. It's most noticeable on the skirt.

Here's two edits I did; one "clustering" the shading up so it's less coarse, and a second more intense edit where I reshaped the shading and a bit of the form:



One big thing I did was remove the divot in the skirt in favor of the impression of "folds" from where the fabric is pulled taut by her thighs.

I also tweaked her face and hair shading, as well as making the pointer and index finger knuckles "bump out" a bit.
(Samurai jack's later seasons do this a lot, and I just love how they handle hands in that show. check the spoiler for a good fan study of said hands as the official sheet changed in later seasons and isn't available on google as far as I can tell)



(also yeah, happens to the best of us haha, I've had my own fair share of defensive attitudes)

The character’s actually nonbinary, and it’s supposed to be ambiguous whether they’re wearing a skirt or baggy shorts - hence the divot. (I think I did a pretty good job of that, considering you called them female and Mistajaye called them male)

I like the shading for the arms and face on your first edit, but honestly I prefer the textured look of the dithering. It makes the skirt/shorts feel floatier to me, stops the hair looking like individual strands and gives the impression of creasing on the shirt. Maybe I’ll find it looks bad in an animation/game and get rid of it then, but I’ll keep it for now. I think it’s just a matter of personal preference at this scale, and I don’t mind the graininess.

The hands are interesting and might be something I use for other characters, but I want to give the impression that this person is more pragmatic than refined. They have no martial arts training; they just hit things where they think it’ll hurt.

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Pixel Art / Re: Side-view character; having trouble with shading
« on: November 18, 2019, 04:09:33 am »
-Snip-

No problem, I’ve made similar mistakes before. I apologise for getting defensive.

I tried to mess with the torso, arms and face a bit here (left is old, right is new):


Still not quite sure about it, I guess I’ll sleep on it.

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Pixel Art / Re: Side-view character; having trouble with shading
« on: November 17, 2019, 04:05:03 pm »
I'm not going to deny my sketch is pretty bad, but as a cartoonist i take massive issue with the idea you don't have to understand anatomy to do it.

I'm not gonna beat my head against yours till you submit, but you're only going to hurt your art in the long run taking shortcuts like that.

As a non-cartoonist, I take issue with the idea that you _have_ to understand anatomy to do it. I’d like to see the waist of the average (human) Adventure Time character, or the well-structured face of a Rick and Morty character, for example.

Anyway, here’s a sketch of a front-on view, along with the sprites sketched over for comparison. Since the sprites are side-on and the character doesn’t have a cylinder for a torso, I’d say they’re pretty consistent.


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Pixel Art / Re: Side-view character; having trouble with shading
« on: November 17, 2019, 06:12:17 am »
I... 100% disagree with that assessment, mistajaye. This sounds a lot more harsh than I intend, but this current iteration is a step removed from a stick figure. Here's a blue-line go-over with some notes on what I'm seeing wrong.



It's clear they're going for a specific art style, but the lack of structure on display is holding it down a lot.



Heres a very quick VERY rough re-ssketch I did, I tried to keep in mind the goals of the piece as I perceive them doing this. My linework isn't exactly the best when i'm freehanding it, but you can see how I've reworked the pose and tried to make areas like the legs flow a bit better

It doesn’t just sound harsh, it sounds like you’ve completely missed the point of the design. This isn’t supposed to be an anatomically correct human, it’s supposed to be a cartoonish depiction of one, à la Gravity Falls or Steven Universe.

I get that you’re trying to help, but the things you labelled as wrong are exactly what I was going for. Except the thigh thing, which I’m like 90% sure is entirely fabricated. And I’m not all that enamored with your sketch either, tbh.

I disagree,

Your structure is spot on IMO. Here is something I'd try, dunno if it's your style but I thought I'd give it a stab. Overall the Work is Solid and style speaks for itself. He has Character. I added 3 shades, my approach was to add real-time lighting and visible range around the right leg and arm to give it distance from the viewer and/or audience. I know I say this to pretty much everything I reply to, but I cannot wait to see the final product yo! No doubt. GL and HF and I hope this helps. I understand if it doesn't match the style you were going for~ Basically I just wanted to see what I could do. No more no less.



Thanks for the kind words :)

You’re right that the style doesn’t quite match (especially since I’m trying to stick to 8 colors), but I actually hadn’t considered dithering for the fabricky bits, and the use of the hair color as an extra shade for the skin is something I toyed with before but discarded - clearly too early.

Here’s what I came up with after some tinkering... I’ll probably tweak it some later:


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Pixel Art / Re: Slime 32x32 GB Palette (First Pixel Art)
« on: November 16, 2019, 12:31:38 pm »
To attach an image properly, upload it onto Imgur. Then take the image url (the one that ends with “.png”, or whichever other filetype you’re using), and put that in between image tags, like this:
Code: [Select]
[img]i.imgur.com/example.png[/img]
Once you do that, hit preview and it should show your image. Click it to zoom in without any blurring, and ctrl+click to zoom back out.

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Pixel Art / Re: Side-view character; having trouble with shading
« on: November 15, 2019, 03:34:45 am »
Changed up the shading and tried a stretching pose:


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Pixel Art / Side-view character; having trouble with shading
« on: November 13, 2019, 04:37:23 am »
Hey all, gonna keep this short since it's 4:30am where I am now. I'm having trouble with shading this character I made - the arms and hands especially.



Thanks in advance!

10
Pixel Art / Re: Attack Animations
« on: November 13, 2019, 03:52:13 am »


Wanted to summon ghosts and wound up focusing on two separate motions that had different speeds.  The clutch is supposed to be slow until the grip, while the drawing is supposed to be incredibly fast.  I'm very happy with the magic circle, but I'm still wondering about the other side; I couldn't really decide what I wanted her to be doing, and that was what looked the best.

I think the left part should spiral in the same direction as the clutch (clockwise), and maybe come upwards from the bottom-left and bottom-right before combining, to mimic the upwards movement of the hand.

By the way, did you purposely use the nonbinary flag's color scheme? If so, I greatly approve.

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