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Messages - Chris2balls
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Hello! I've sent you a PM with rates and such.

Any more details on the alien designs and the UI's aesthetic? Thanks  :)

Pixel Art / Re: Help me with Bloodborne Hunter
« on: July 23, 2019, 06:41:45 am »
If you're hesitating on the pose, ask yourself what expression you want your character to convey, and don't be afraid of trying several poses. There's a lot of trial and error in any case ;)

Keep at it, and we're here when you need more advice as you progress!

Pixel Art / Re: Robot girl
« on: July 22, 2019, 02:30:40 pm »
I remember seeing this!

Some of your use of colour is a bit funky, the highlighting especially: it doesn't grade tonally that well (jump from purple to blue, blue is darker than the purple but should be lighter); the dark blue shade followed by the dark yellow make it difficult to read the body suit.

Here's my edit:

I kept the dark blue on the body suit, but I made the dark yellow dark cyan, to make it a secondary light source. Hope it helps or give you ideas on how to use this tricky palette!

Pixel Art / Re: Help me with Sekiro
« on: July 19, 2019, 09:50:52 am »
Same criticism for your Bloodborne piece applies here :)

Chiseling away at the main mass of the silhouette like before, adding a few clues; then, blocking out the shapes in the silhouette with colour, like the cloak, the trousers, scarf, etc; I resized the sprite to get the proportions closer to this artwork of Sekiro.

Hope it helps, keep it up!  :y:

Pixel Art / Re: Help me with Bloodborne Hunter
« on: July 17, 2019, 01:41:35 pm »
Daramon did a great job with that post! I thought I'd point out something too:

Notice how you can understand what's happening in Daramon's piece: the arms are not against the body, the gun's outline is recognisable, you can see a part of the weapon... you know what it is just by looking at the silhouette. By putting more detail in the outline, you give the viewer more information to work on to figure out what they're looking at.

Now an edit of your sprite's outline:

I separated the arm holding the blade from the body, so I was able to put more detail into it; I did the same with the pistold wielding arm. I took away more of the cloak and put it to the left, so that you could see more of the legs; I made the scarf smaller so you could understand that it's close to the face, etc.

Hope this helps  :)

A little update as I'm looking for more work!  :)

"Zero" theme for #pixeldailies

I also have a Twitter account:

Pixel Art / Re: [WIP][Nudity] Upscaled character
« on: July 13, 2019, 03:13:38 pm »
I'm not going to critique the hair or face, but rather the body:

Try adding more shapeliness to the different parts of the body - it'll make the joints feel more like the connections between limbs, help distinguish the shoulder from the arm, the arm from the fore-arm, the wrist from the hand etc. I would suggest referring to an anatomical diagram for muscle and bone placement. I can get back to you if you have more difficulties.

Hope this helps.  :y:

Pixel Art / Re: Tips on Pixeling Liquid for Drinks?
« on: June 28, 2019, 07:36:43 am »
Your second version is a huge improvement on the first!

To expand on what pistachio and daramon have already said and shown:

Contrast is very important. It's what helps you make out the mug from the background, and the coffee from the mug.
I've made the coffee a lot darker, and you may notice that I highlighted it facing the mug's highlight. Opposite the coffee's highlight I've added a brown stroke, to suggest the colour of the liquid.

The highlight's there because that's the "edge" the light hits first on the surface, while the brown stroke's more of a diffuse passage of light leading up to the highlight.

Hope this helps!  :)

Pixel Art / Re: [Feedback] Cottage
« on: June 27, 2019, 04:43:56 pm »
It isn't a bad start at all!

What I suggest you do is to try to break down the straight lines to make the house seem less blocky, and more organic.
I think you should also try to play with the house's depth more, so that we can tell that the roof overhangs the beams, and some beams stick out more than others. I would also work on a bigger pattern for the stone, to make your life easier and to avoid a too noisy result.
Basically, the objective you should be aiming for, in my opinion, is to simplify and empty spaces - with a few well-placed details, you can hint at forms. What will take the most time is experimenting to which extent you can make it bare.

Keep up the good work  :)

Pixel Art / Re: Promo shots of characters for my next project
« on: June 27, 2019, 01:28:39 pm »
Nice character!

I think you can further accentuate the slenderness. The thing about capes is that they tend to hide shapes and make things seem bigger than they actually are, so you have to find a compromise to show the cape as well as how slender your character is.

Here are a few ideas:

As you can see, I've changed the proportions, so that the legs are a lot longer, and I've made him globally taller, too. His arms seemed a bit longer so I've shortened those. I also found the nose a bit wide for an elf, so I've narrowed it. I tried breaking the symmetry, which can make a pose seem rigid, to also suggest the other arm.
One way you can make the legs stand out is with contrast: you can either make the inside of the cape lighter against dark boots and trousers, or darker inside cape against light trousers and boots.

I hope this helps!  :)

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