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Messages - Kiana
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11
Pixel Art / Re: Schoolbag inventory
« on: July 08, 2019, 06:55:29 am »
I think your outline looks fine. There are no unnecessary jagged areas so it's pleasant to the eye. I think it only seems "off" because there are a few features backpacks typically have that aren't visible.

Maybe add one of those-watsitcalled straps at the top that people use to lift it up, or just make the front straps visible, similar how the pokemon games do.
I'm seconding this suggestion. Although you can't always see the straps or handle because they lay against the bag when not in use, moving them into a position where they can be seen helps the viewer identify the bag as a backpack.



You might also benefit from thinking about how you can visually demonstrate the functionality of the bag beyond the main compartments. Many backpacks have drink-holding pockets or mesh on the sides. I won't suggest you add visible zippers since you have a clasp mechanism and what looks to be a front pocket held in place by velcro or a hidden zipper, but you might want to think about how the bag is constructed and which compartments are intended to hold what. You can normally see the seams along the corners or bottom of the bag that are intended to help the bag hold its shape when there are notebooks and other school supplies inside. You could add minor features like these to make the bag seem more believable to viewers while not detracting from the nice clean simplicity you already have. :)

12
Pixel Art / Re: Promo shots of characters for my next project
« on: June 13, 2019, 01:32:23 am »
I can confirm it wasn’t hobbler_toppler, just a user who wasn’t involved and had a concern that the bluntness/lack of elaboration could potentially be taken the wrong way. I think it’s fair to have pointed out the face needed work, no real harm done. :)

Nice edits so far, keep up the good work! It reads better already.

13
Pixel Art / Re: Promo shots of characters for my next project
« on: June 12, 2019, 09:07:10 pm »
Looks cool! I agree with the points made by 32 about the contrast. The arm and the form of the cloak near the top are getting a bit lost. For the arm, this ambiguity may also be caused by some tangents with the shadows on the pants near the hand. A tangent is when the edges of two forms or shapes are touching or nearly touching, making it difficult to tell which object is which, or obscuring the silhouette of a form. Clear silhouette helps your artwork "read" properly at a distance. Considering that there's also a bit of a tangent with the sword and the cape, the easiest fix to this might be to move the position of the arm and sword either up or down (down might require less editing).

The perspective and twist of the legs is really awesome. It's adding a good amount of dynamism to the character's pose. It would be cool to see that aspect of the gesture reflected in the upper body and cape more. If you have a mirror and something cloak-like like a blanket, try standing in the same way your character is - one leg back in perspective, pelvis turned to the side, and upper body/head directly facing the mirror. I tried this just now and what you have is mostly correct, but there ends up being a bit of a twist in the torso fabric and the cloak can have a bit of perspective applied to it for an even more dramatic effect - if you want to, you can push this. I'd say that making a standing pose look dynamic is one of the hardest things to do so great work there so far!

Everything here is in an acceptable state except for the face

I'm sorry but you need to entirely redraw that, preferably with some reference material on hand. Everything else here can be kinda glossed over.

Got a report from a user who didn't think this comment was constructive enough. I see what you're getting at, but can you elaborate a bit more on what you think could be done with it? OP might not know where to take it or what to look for just by looking at a reference. What kind of references should OP seek - photos or other pixel art faces?

14
Portfolios / Re: Pixel Artist For Hire
« on: May 24, 2019, 11:14:01 pm »
Please put some samples of your work into your post so potential employers can decide if you would be a good fit for their project. You can upload them to Imgur and wrap the direct links in [img] tags or simply leave them as links. It would be a good idea to include contact information as well. You can also give details such as rates, what kind of projects you’re looking to work on, and availability.

15
Challenges & Activities / Re: Hexquisite Corpse 4
« on: May 24, 2019, 08:14:05 am »
Done and done. Good luck! ;)

16
Pixel Art / Re: 16bit Character Sprites
« on: May 22, 2019, 12:32:21 am »
Looks good - nice job! Happy to help. Hope we'll be seeing more from you soon. :)

17
Pixel Art / Re: 16bit Character Sprites
« on: May 20, 2019, 08:11:36 pm »
I think what you've done to the arms and shoulders on the front view helped. Be mindful of the banding that's being caused now underneath the head and along the sides of the body where the darkest shadow meets the black lineart. It's causing a bit of blurriness/ambiguity. Easy fix - just reduce the shadow very slightly so the shadow isn't hugging the outline for the entirety of its length. Also consider broadening the single-pixel highlights on the pecs now that there's more room. The shading adjustment helped with the feet. No complaints there.

I'm not particularly concerned about the arm length at this point - it seems fine. If you want to nitpick with the arms you can consider trying to better show the bend of the arms in the front and back view, since arms at your side aren't generally vertically straight, but I worry it might be too drastic since the arms are going subtly between the pixels of the grid (the elbows are in a subpixel location, if you will).

This is subtle, but you may want to consider standardizing the location of the specular highlight on the head. Have you ever held and rotated a reflective ball or other spherical object? It stays in more or less the same place, unless the camera changes location. You can try it out if you own anything spherical or uniformly cylindrical (a soda can comes to mind if you don't have anything spherical). It seems counter-intuitive but the reason for it is that the location of the specular is being caused by the light source itself bouncing off a form toward your eye. So if your eye or the light source don't move, and the shape of the form is roughly the same, you'll get essentially the same specular reflection.

18
Pixel Art / Re: [WIP] Space Guerrilla Character
« on: May 20, 2019, 10:28:22 am »
Much better! Don’t worry about your English - I can understand you just fine. :) I hope my comments are easy enough to understand with Google translate.

In reference to the new big sprites, “3/4 back” view (where the character is turned away from us, but not completely) is considered by many artists to be the most difficult angle to draw. I think you could lower the position of where the arm attaches a little bit, so we can see more of the area between the neck and shoulder (there is a muscle called the trapezius here).

For the shading, be mindful that the spine has an “S”-shaped curve to it. Under standard top-down lighting, the top of the shoulders will usually be lit, and then underneath it will be a shadow as the spine curves forward. This might be more subtle depending on how puffy the clothing your character is wearing is. You might be able to find some reference material if you search the keywords “3/4 back view” with Google. Or you could try looking behind yourself in a mirror.

Consider darkening the lines for the nose and mouth in the large sprites so they’re easier to see. You could recycle the color you used for the hair for this since it’s sufficiently dark.

I like the new small sprites. Your character is easily identifiable from them. A minor thing you could adjust is making the head bob more subtle, or making the body move more. The motion feels slightly unnatural when the head is moving much more than the body is.

The prototype is very cool! I like the hi-tech look. Although the floor tiles are a bit visually busy, the character stands out very well thanks to the high contrast. The green and yellow colors you used complement the color palette of your character nicely. Good job!

19
Pixel Art / Re: 16bit Character Sprites
« on: May 20, 2019, 10:04:40 am »
Nice changes. I appreciate that you simplified some of the shading. The forms are still being defined but it’s easier to look at.

I think it may be that having the arms be one pixel longer in the side view matches up better in terms of relative proportions. The average human’s fingers reach to around halfway down the thigh when their arms are straight. You may want to lengthen the body and upper arms on the front view, as well as lower back and arms on the back view by one pixel height to remedy this. It will have the additional benefit of helping the positioning of the feet be consistent with the side view. If you look at where the toes of the front view are currently, compared to where they are in the side view, they’re higher up. It might be a bit more obvious if you put them in the same spot on different frames (as in an animation) and flip between them. Watch closely for any “shifting” of features.

Cool concept, by the way. I’d say start animating if you’re confident about the sprites or sit on it for a few days if you feel like something might be bothering you. Smart move to make sure you’re happy with it before making it more work to fix stuff.

20
Thanks! It was challenging but a lot of fun. If you’ve never tried a game jam before I recommend doing one at least once! You learn so much about which parts of your workflow aren’t efficient, and you learn to solve creative problems quickly.

I definitely think it’s easy to lose sight of your goals or intentions while you’re making a game. It takes a lot of work and a lot of time! You can always have multiple passes of an asset or an area (time/budget allowing) in order to better incorporate your vision. I recommend writing your goals down on a sticky note and putting it on the border of your monitor or somewhere you look a lot to help remind you. You can have little notes on mood (ex. “solemn” or “energetic” or “cheerful”), style (ex. “no lineart” or “use pointy shapes”), technique (ex. “use clusters” or “make it messy” or “crosshatch all shadows”), or anything else that’s important (ex. “doing this for my mom!” or “make it fun!”). Something somewhat equivalent to this are mottos and core values. They’re usually just short catchy phrases for remembering something important.

By the way, that looks awesome. Love the energy!

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