Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Manupix
Pages: 1 ... 3 4 [5] 6 7 ... 32

41
2D & 3D / Re: Need Crit. on Endless Runner Environment
« on: September 12, 2014, 08:39:08 am »
I just want to point that this doesn't read like Paris at all, except the leftmost building in the last image which has the correct roof and front wall detail.
You're probably aware of this anyway since it is the latest addition  ;)

42
Pixel Art / Re: [WIP] A Classic Character using Gold Ratio
« on: September 11, 2014, 10:50:18 pm »
I'm not denying that some artists consciously use it, but I wonder if it really makes or breaks harmony in a design, because personally I don't see it.
I tried it though: quite long ago, I had an infatuation with Le Corbusier and his Modulor system. I created a series of abstract drawings - simple squares divided by lines - some based on the Modulor and some not. I never noticed a difference, much to my disappointment  :P

I do question claims of finding it a posteriori, though. I can't say the graph matches the Monalisa painting in a compelling way, esp. the vertical lines. The correlation is too weak to be credible.

Also:        ... the suggestion that his Mona Lisa, for example, employs golden ratio proportions, is not supported by anything in Leonardo's own writings. Similarly, although the Vitruvian Man is often shown in connection with the golden ratio, the proportions of the figure do not actually match it, and the text only mentions whole number ratios.

Quote
  • Science is logical, focused and linear.

You might find Karl Popper (and others) a better introduction to philosophy of science than Bruce Lee  :-X



Ok, back to pixels ;)

The alignments that bother me are those in your gold ratio breakup, mostly the long vertical line and the 2 longest horizontal lines (head-torso-head, forehead-hair, others to a lesser degree) which show up distractingly in the sprites. If you insist on constructing your sprite from smaller GR-derived volumes, you should at least try to avoid these alignments.




43
Pixel Art / Re: [C+C] Game Art Review
« on: September 10, 2014, 12:32:18 pm »
Those houses look kind of flat and boxy. Even if the flat roof is probably used for the gameplay, I'm sure you could give them better volume elsewhere. The windows are small.

Also there are way too many colors in there, and not wisely used.
The windows have their own set of colors which is completely unnecessary; some of these are used on very few pixels (hover on the palette in the link to find where). I'd strongly advise lowering that amount to 8-12.

Same thing with the sprite: half these colors are not distinguishable (the 2 dark colors and the 2 near whites in the eyes and eyebrows from the outline and the next brightest color).
The sprite looks good other than that.


44
Pixel Art / Re: [WIP] A Classic Character using Gold Ratio
« on: September 10, 2014, 12:19:39 pm »
I'm no spriter and can't give lots of useful feedback on this, but I'm curious about your rationale using the golden ratio. I never found convincing evidence that it helps artwork in any way.

In these sprites, I see lots of alignments which don't look nice. More like a kind of banding actually.

45
Pixel Art / Re: Kaluto Village - Kaluto Dungeon Entrance - Preview (WIP)
« on: September 10, 2014, 12:05:32 pm »
I think we'll need some context to provide helpful feedback. What is your goal, what are your skill level and experience?

If as I suspect you are a beginner, I'd strongly advise to practice small pieces first. You'll get lost and discouraged if you embark at once on game assets, as it looks like.

One tip already: blocking out shapes with a large pencil is a good start, but make sure you use a single color hard pencil, not a soft brush, and disable all auto-anti-aliasing, feather, brush dynamics etc. Otherwise you will only litter your work with thousands of unwanted colors, which will give you headaches in further stages.

46
Pixel Art Feature Chest / Re: Floating Island (now with 100% more khaki)
« on: September 09, 2014, 04:37:42 pm »
It's hard to find a problem with this =)
Got one, maybe: why are the guys green-skinned with pink noses? Not seeing their faces doesn't help understanding. I'd have nothing against pink-nosed frogs but I need to see in order to believe!

47
Pixel Art / Re: Dragon
« on: September 08, 2014, 05:51:26 pm »
Beware of the word 'value' in this context, as it's what the V in HSV means (you'd say 'brightness' in ordinary language; it's what remains when all color information is withheld).

I only see the cast shadow as blue, not the shaded parts of the dragon itself. Compare with 9_6's edit.
Also it seems you turned down all saturation: that's not the idea!
Breakdown of both your latest version and 9_6's edit.

The most saturated colors now are the outline dark green (052807), then the browns (there's still one single pixel of 034917 btw, you can find it by hovering over the palette swatches). The idea is rather to create a palette that has a range of values and saturations, so you can find a suitable color for every use in your piece.

Generally, colors get more saturated the more shaded they are.

This is one way to do it, I wouldn't say it's the best for this piece though, although 9_6's edit is the best and my fave so far =)
Cartoons would rather use highest sat in the mid-ranges, I think, and saturated highlights can give some vibrancy (rather advanced though!).

Take your time about it. Palette construction is no easy sport. Search here and on the PJ forum for threads specific about this. Might post some links later.
Also a good exercise is to use a pre-set palette, either from a palette challenge or some vintage system specs. If you can grab an 8-color palette somewhere (the crazier the better!), you'll learn a lot about color use through the restrictions, and that will in turn help you create your own, later.

48
Pixel Art Feature Chest / Re: [WIP] Improving my spooky ghost
« on: September 08, 2014, 05:28:16 pm »
While not bad, I don't think it brings anything to the piece.
A patch of pavement poorly lit by an antique lamp post, lost in spooky darkness is all you need to fire anyone's imagination :D

49
Pixel Art / Re: Pieces from a few different projects [WIP][C&C][Newbie]
« on: September 08, 2014, 05:12:56 pm »
someone can let me know if this would do better being split up.
Yes. One piece, one thread is better. Also I'd post them one at a time, unless you're sure you can actually digest feedback and edit several pieces at once.

I see good starts =)

50
Pixel Art Feature Chest / Re: Wheat fields (need help with texture)
« on: September 08, 2014, 05:09:26 pm »
This doesn't look much like a wheat field. You don't see the rows stand out much in wheat fields (except after harvest), and no brown earth in between. Also the common mind image one has of them is ripe summer golden, not spring green.



Perspective is a bit wonky, although not the way Fizzick said. The slopes and curves are different on each 'level' in a random way. Either they should stay the same, or they should 'flatten out' in the fg as in your ref, because of stronger foreshortening in the back level. Those curves should also be cleaner.

Main problem is with colors though. That gif close-up has 19 colors, where 5 would be enough. If the blurry, noisy texture look is what you're after, pixel-art is not the right medium for this.

Pages: 1 ... 3 4 [5] 6 7 ... 32