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Messages - Kiana
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61
General Discussion / Re: Posting pixel art and animation to instagram
« on: September 17, 2018, 07:32:47 pm »
Basically, you need to prevent the app from scaling (or filetype converting) your image at all, if possible. This is pretty true in general for social media (Twitter, Facebook, etc.) which is terribly optimized for pixel art because they expect people to be uploading .jpg photos.

I believe Instagram’s dimensions are 1080x1080px - so make sure your image is that size, and it should theoretically not kill your image quality.

62
You have some great work here :) I've moved the topic to Portfolios so potential employers can find you more easily.

63
It’s great that you’ve discovered a passion of yours and have the drive to practice regularly! You’re on the right track with that and seeking resources.

In terms of general advice, any art fundamentals you learn will apply to pixel art, so it definitely helps to learn them. That is, concepts such as gesture, structure, tone/value, perspective, color theory, the 12 principles of animation, design principles, composition, shape language, etc. There are many resources on each of these, which I’m sure some members can recommend to you if there’s anything specific you struggle with or want to learn about.

However, that advice is pretty basic and you can easily get lost without a goal. It’s also easier to give you advice if we know what your goals are. So what are your goals? What kind of art do you aspire to create? Is there a particular subject matter or style you really like, or something that really inspires you? Where do you hope to see yourself skill-wise in a few years?

If you don’t know how to answer those questions, don’t fret, but knowing what resonates with you and what you want to create will help in both the short and long term.

64
Portfolios / Re: For Hire - "PIXEL ARTIST"
« on: August 29, 2018, 03:52:48 am »
Moved to the “Portfolios” section.

65
General Discussion / Re: Best application to use for pixel art
« on: August 27, 2018, 07:56:15 pm »
I feel it’s worth mentioning that GraphicsGale and the old version of Pyxel Edit are free, in case money is an issue. In the end, it comes down to your personal needs and preferences. I switch between Photoshop, Pyxel Edit, Graphics Gale, and Aseprite depending on what I’m working on (still images, tilesets, animations).

66
Pixel Art / Re: Portrait WIP
« on: August 23, 2018, 03:17:27 am »
I think the third one is nice, because the purple helps add interest while tying the red and blue together, and it helps the visibility of the first and fifth characters’ silhouettes (on the far left and right).

67
Pixel Art / Re: I need advice on an abandoned sprite pose, please
« on: August 22, 2018, 08:29:21 am »
I’ll be honest, I still struggle with poses that require crossing of the arms or legs even though I’ve drawn them dozens of times. You’re dealing with overlap, foreshortening, and multiple objects in contact - all tricky in and of themselves.

Do you have any of your attempts saved? Is there anything in particular that stumps you? It sounds like you’ve been working it out for a while - perhaps some fresh eyes could help you get to where you want to be with the drawing.

68
Pixel Art / Re: I need advice on an abandoned sprite pose, please
« on: August 22, 2018, 07:49:27 am »
This is difficult, but definitely possible by breaking it down into manageable steps.

Start with the gesture of the pose (easier to figure out with pencil and paper). Don’t get too cerebral at this point because you aren’t trying to make an accurate drawing, you’re trying to capture the energy/life of the body. Get a feeling of where the weight is centered, any twists in the body, long lines of action, or places where the body crosses over and obscures itself. Use simple shapes and don’t be afraid to get scribbly. Don’t be afraid to alter the gesture if you’re referencing a photo. Study the silhouette.

Once you figure out a gesture that you like, start to construct the simple forms/volumes of your subject. By simple volumes, I mean spheres, cylinders, boxes, cones, and the like. For example, a head might be a sphere (with a jaw at the bottom), an arm or leg might be a cylinder, hips or ribcage might be boxes. At this stage, be sure to think about the direction things are facing in space. Is the thigh facing towards or away from us? Is it facing left or right? Up or down? Human-like bodies are very complex, but if you break them into pieces based on basic shapes/volumes: the head, neck, ribcage, midsection, pelvis, upper arms, lower arms, hands, upper legs, lower legs, and feet; it becomes more manageable.

Finally, you can add color and detail on top of your established structure. With small pixel art, less is often more, so you want to look for main establishing features. What features define the look of your subject? Which features could you imply, or live without?

Sorry for the somewhat long and potentially overwhelming process, but it can be used to draw literally anything you want once you get the hang of it. If anything is unclear let me know and I can try to explain better, since I’m unable to draw some examples at the moment.

69
Pixel Art / Re: Dog Animation
« on: August 18, 2018, 02:48:05 am »
First off, welcome! ;D

I agree with eishiya, and I’d like to add that YouTube has a built in slow motion feature that makes it a lot easier to analyze reference videos. You can also skip frame by frame, I think you use the “.” and “,” keys but I’m not completely sure (if all else fails, just pause and unpause really fast with spacebar or the mouse).

Aside from eishiya’s point about the legs, your animation would benefit from incorporating secondary motion. Secondary motion (or secondary action) typically refers to the motion of things that trail the “main” action. For example, clothing, hair, an animal ears/tails. The secondary motion will follow the path of the moving thing it’s attached to, but it will lag a few frames behind. So if the dog’s head is down, its ears and tail might be up, and vice versa. It’s probably easier to understand if you see it visually, so here is a handout I found with pictures relevant to your drawing.

Large image, please click here!

Notice the “wave” motion - this motion is being caused by the fact that the dog moves up and down vertically as it runs. This is also an animation principle called the “wave principle”. You can practice it most easily with pencil and paper if you’d like to try it out. This is one of the first exercises they teach you in animation school, and it’s a great one, because it can be applied to lots of things.

Another large image. Click!

If you want to learn more about animation principles in depth, a great book is The Animator’s Survival Kit by Richard Williams (lots of great examples used in virtually every animation class). Or you can just ask for clarification/explanations about stuff here on Pixelation, it’s definitely a lot to take in, and easier to learn if someone helps you work through it. Four-legged run cycles are one of the hardest things to do, but you have a decent start here and your game idea is very charming! :)

70
General Discussion / Re: A question to the pixel art veterans!
« on: August 15, 2018, 02:44:19 am »
Welcome! Glad you decided to join us, I was a lurker for a long time too. :)

In my experience, pixel art is a niche skill in relatively high demand for indie games and Let’s Players. Sometimes higher profile clients (ex. Adult Swim) hire for TV or music videos. The job board on here is active, usually with new offers every 1-3 days, and the community on Twitter is active and decently sized. You should post your portfolio and/or contact some of those prospective clients.

In terms of ease in making basic income, I’d say it depends on your cost of living. Freelancers must charge more hourly than employees because they don’t get benefits and taxes are higher (at least in the US). If you live in a place with high rent like NY or LA, you’ll probably have trouble unless you’re at the “top of the food chain”. I think people at this level tend to have other art/animation gigs or work in other fields concurrently, both to sustain themselves and because pixel art isn’t their main skill, just another medium they dabble in (while I don’t consider myself a top pixel artist, I am fairly experienced, and this is the case for me).

However, if you live in an area where cost of living is low, then it’s possible to sustain yourself just through commissions/contract work, Patreon, and/or asset sales (Itch.io store). You don’t have to be the most amazing pixel artist ever for this, you just need to be decent at asset creation (could be tilesets, animation, set pieces, character art, etc.). People tend to hire artists with nice-looking colors, nice sense of clusters, and good readability (you can easily tell what the artwork is depicting from a distance). There tend to be a lot of games in need for foliage, buildings, character animations, character portraits, tilesets for various biomes, weapons, inventory items, icons, vehicles, and the like, so if you are particularly good at some or all of these things, you have a good chance of finding work.

EDIT: There’s also a market for pixel art that’s not for games, but rather for icons on social media or just for fun, if you just want to take small commissions for a bit of disposable income or financial padding.

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