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Messages - Manupix
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21
Pixel Art / Re: [WIP] Game Art
« on: September 26, 2014, 08:11:16 pm »
That's a very minimal change. More contrast is good, but I'm afraid you'll have to redo this bird from scratch anyway.
First thing to clarify: is it a real bird in a toy-like setting, or is everything supposed to look toy-like?
Then how is it going to be animated, what actions are planned?

Contrary to most of the bg, you're fighting against the pixels in this bird, instead of using them to your advantage. Outlines are jaggy, natural pixel angles are ignored.
I'd recommend to research options at this point then experiment with some (of course not all pieces in this link are relevant, but some definitely are).

Something I didn't think of about the wheel is the problem of size vs anim.
It's going to require a large number of frames to look smooth at this size, and lines will look bad at all angles other than the present one. Can you downsize it significantly?
It can be done anyway =)

Previous grass was better. When I said noisy, I meant that the bright pixels looked random instead of defining blades of grass clearly. Keep a few blades only but make them clearer and a bit larger if needed.

22
Pixel Art / Re: [Wip] Redhead girl
« on: September 24, 2014, 05:58:17 pm »
The way everything translates horizontally without bending is impossible. The pelvis at least must bend, and likely the shoulders, in the opposite direction.
Something's wrong with the neck / head too: short neck? Not aligning with the spine? Both?

23
Pixel Art / Re: Help with RPG Sprite animation
« on: September 24, 2014, 05:54:30 pm »
Front view: she's shuffling her feet, not really walking.

Side view: there is something weird with the legs but we can't see what because of the skirt. Make a naked version first. Also these legs and feet are pretty big / thick.

Do you know this tuto?

24
Pixel Art Feature Chest / Re: [WIP] Pixel Assets [C+C]
« on: September 24, 2014, 05:45:50 pm »
These show the classic beginner mistakes: very low contrast, too basic color choices, color ramps instead of palette building.
I'd suggest to read this tuto (and others), esp. the part about coloring.
Then pick one of these pieces (or another) and try to improve it as far as you can with critique.

25
Pixel Art / Re: house
« on: September 24, 2014, 05:39:36 pm »
Just a heads-up: edits are not made for you to use as-is, but to study and try to replicate on your own. Not that I'd mind anyway, but that will be much more helpful to your long-term improvement =)

That sprite is seriously inconsistent, in style and outlines. Why are the arms and legs pixeled so differently? Why no outline on the dress at all?
You have to make an important decision: either separate sprites from bg with outlines, or color, or both. Each have their pros and cons.
If you outline the sprite(s), do it consistently, and do not outline the bg (or tone it down much).
If you don't outline the sprite, tone down the bg colors (lots, esp. the reds) and pick contrasting colors for the sprite (pink vs red = nope).

At this sprite size, I don't think outlines work so well: the 1px wide legs + black outlines on each side = 3px wide mess.
No inside outlines either! They take up precious pixel space that should be used for shading instead, and they don't read well (she's got a beard). That's why I didn't use them in the house.
Agree with the General about the eyes.

26
Pixel Art / Re: [WIP] Game Art
« on: September 24, 2014, 05:27:16 pm »
Looks nice already =)

We'd need more info for useful critique. Like what's moving and what's only bg? What's the game about, what's the player supposed to do, etc.
I guess the bird is the main sprite, the wheel would turn (but where's the water?).
Sprites should be contrasted from bg by color contrast and saturation, and consistent outlines.

The wheel has outlines everywhere except the vanes: why is that?
The bird outlines are not contrasted enough to make it stand out. Variously colored outlines are difficult to do right, I'd go for a single dark color at this point.
The wheel colors might be warmer and more saturated.
The bird pixeling isn't great; it's not stylized enough compared to everything else.
The grass is too noisy.
The very stylized trees are nice; they look like wooden toy trees which works rather well with the overall feel of the piece. That's a direction you might lean toward more consciously. Go crazy with colors.

There isn't an obvious light source; only the trees seem lit from the side. I'd go for top-down light and shade accordingly; it's the easiest light-source for games because it allows mirroring.
Stuff needs to cast shadows on the wall: shutters and platform, maybe wheel.

27
Pixel Art / Re: house
« on: September 22, 2014, 08:18:16 pm »
Waaaay toooo laaaarge (again).
34 colors because of no color conservation, some of these are used in very small areas where existing colors would do just as well.
You need to learn about building and using a consistent palette.

I don't understand the yellow window: is it supposed to be light inside the house? You wouldn't see that in daylight, and certainly not that pure saturated yellow even at night.
Sky is too blue. Generally avoid pure colors as well as pure neutrals (chimney).


Here's a 100x150, 12-color version, starting from your colors and shifting some hues. I kept the main outline but it's not necessary at all, it's a matter of preference.
I didn't bother with ground and grass but added dereliction detail on the house.


28
Pixel Art / Re: Struggling with animation
« on: September 21, 2014, 06:52:32 pm »
Frame #5 should have max right leg extension, because it doesn't the step forward with that leg is short.
Also this is a bit fast; looks good otherwise.

29
Pixel Art / Re: Wom-an-atomy & Hair help?
« on: September 21, 2014, 04:12:43 pm »
Good start. I see anatomy problems but I'm not the most qualified about it, let's see what others say.

The pose looks impossible to me (try it in the mirror): with the weapon shaft behind her back, her right arm should be thrust back or her forearm turned to be almost parallel to the shaft.
The left arm (hers) is too long (would reach down to her knees) and evenly thick near the elbow.
Her right foot either doesn't touch ground and the rest of the body doesn't support this, or the point of view is from strictly ground level which contradicts the overall aspect. In other words, lower that foot by ~1px.

The pose is more of a parade or dance than a fight. No prob with this, just wanted to make sure that was your intention.

From a composition p.o.v., the large blade takes too much space / attention.

Beware of banding in the shaft.

Quote
when is it okay to sacrifice anatomy detail for something to look 'pretty'

Pixel art is all about sacrificing detail to readability and efficiency. If 'pretty' is geared toward these, you should be fine =)

30
Pixel Art / Re: rocky sky mountain platforms [help]
« on: September 19, 2014, 07:00:34 pm »
As a beginner, this is waaaaaaay to large a piece to work on. It is imperative that you practice on small pieces first, and I mean small: 100x100px at most, preferably lower.

I'd consider tiling. That's a good way to make large mockups from a reasonable number of small pieces.

Also if as I suppose this is for a game, you must grab the basics before creating real assets if you want them to be somewhat consistent. Otherwise discouragement will ensue.


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