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Messages - Kiana
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71
Pixel Art / Re: Here goes a little robot guy
« on: August 13, 2018, 05:50:56 am »
Wouldn't a Top Down perspective make the front face of a cube longer instead of shorter?

Top Down is an exaggerated distortion and not realistic to the eye.
But its use is that Top Down can show details on the front face that would be "squished" in a Parallel perspective.

Depends on what is meant by “Top Down” - in true top down view, the front face would not be visible at all. This generally looks pretty terrible in games because it’s hard to tell what characters are doing, and you can’t see important details like doors on buildings.

Here’s one of my favorite images depicting the true nature of many games we consider to be top down (the type of perspective you reference in your post):


(Unsure of source for this image, if anyone knows it, let me know)

Objects are tilted towards the camera in an unrealistic way, in order to reveal more detail.

72
Pixel Art / Re: Nervous beach girl portrait
« on: August 11, 2018, 05:23:14 pm »
I think the lack of depth here is mostly due to the lack of contrast, especially in her skin. If she’s at the beach, assuming it’s not cloudy, there would be strong sunlight and strong shadows. You would probably see warm, saturated colors in the light and either orange or bluish shadows depending on the time of day.

73
General Discussion / Re: Community updates
« on: August 11, 2018, 05:47:34 am »
Pixelation has what, four active users? You don't need eight moderators to police four users. Especially ironic considering that the two latest mods have always been more active in the Discord than the Forum.
If I’m being honest, the main responsibility for moderators is handling things like spam and thread moving/deletion, which is a lot easier to handle if you have a few people in different timezones. Having to “police” users really isn’t what Elm and I are here for, and I won’t speak directly for anyone else, but I’m pretty laid back. I was actually asked by Crow to moderate the Discord but I didn’t think I could handle the time commitment and responsibility of moderating a chat on top of client work.

I did use to moderate several decently-sized forums during the “golden age” of forums so I knew this was something I could reasonably contribute to, though I figured I might be met with contempt from some regulars (being more of a lurker). I don’t blame anyone if this is the case, since I would probably have a similar reaction, but I hope people can understand that I do my best to be reasonable about things, and that I’m no stranger to pixel art as a medium. I will try to contribute knowledge to the site when I can, to whichever platform Pixelation decides to take, since I understand the importance of it.

74
General Discussion / Re: Community updates
« on: August 10, 2018, 11:12:48 pm »
If the Pixelation Mastodon instance can be extended to support lengthy posts with embedded images (instead of just ~4 attachments that come with the post and aren't in the flow of text) akin to forum posts, then I'd be all for a switch.
You can have posts without a text limit on Mastodon, which is great; that’s the main issue I have with trying to have insightful discussions on Twitter.

I definitely agree that the ability to embed images can significantly improve the effectiveness of a critique. Hopefully this is possible, but if not, there is also the option of hyperlinking images in-line or creating a chain of replies with attachments. (The nice thing is that Mastodon is open source so it may be possible for someone to enable image embeds if the option doesn’t already exist - seems to be a relatively well-wanted feature.)


On another note, one thing I think might be worth pondering is what a good format for job listings is, since a big reason some people use Pixelation is the Jobs board; clients getting in contact with artists and vice versa. Is Mastodon a suitable platform for that (ex. #hiring and #portfolio tags)? Are forums or a format more like Gamasutra’s job listings better?

75
General Discussion / Re: Community updates
« on: August 10, 2018, 07:38:33 pm »
Although I was sorry to hear about the conflict, I’m glad that the community is focused on moving forward in a positive way. It’s unfortunate that some have decided to step down, but their contributions will be remembered.

I’m honored to have been asked to join the moderation team. I hope I can be an asset to the community!

It's nice that we're open to a shift onto a moder modern format. I just want to bring up that it would be a shame to lose the amazing knowledge and wonderful critiques that have been built up here over the years. Old critique threads are worth archiving as a wonderful read -- often more useful than many tutorials.

Whatever direction you choose to take, I would hope that an archive of this site's tremendous library of pixel critique and knowledge is a top priority.

Don’t worry, the forums will at least be archived if Pixelation decides to move on from them. It would be a shame to lose so much centralized knowledge, after all. The idea of a wiki has also been proposed, which I think would be great, since we can have a place where information is easily accessible and able to be kept up to date.

76
General Discussion / Re: Ludum Dare 42
« on: August 02, 2018, 09:40:18 pm »
What's the theme this year?
I’m not sure yet, it won’t get announced until the 10th. The theme slaughter round just started not too long ago and there are around 3.3k themes to go through still.

77
General Discussion / Ludum Dare 42
« on: August 02, 2018, 05:11:50 pm »
LD42 takes place from August 10-13th! Is anyone participating? Do you plan on working in a team or alone?

I’m not going to be around for the full time, but I’m likely gonna 2-man it like last LD and we’ll try making something in a day.

78
General Discussion / Re: Read the Rules, then introduce yourself here.
« on: August 02, 2018, 04:40:41 am »
Hey, I'm Kiana! Some of you already know me, but for those that don't, I'll introduce myself.

I'm an artist, animator, and game developer majoring in Math of Computation. I grew up in the Gameboy era and was inspired to start pixeling back in 2003. My very first attempts were terrible recolors and splices of Pokemon sprites, which taught me some of the fundamentals of pixel art. I started taking my artwork more seriously around 5 or 6 years ago, seeking resources/mentors and focusing on learning the fundamentals. Although there's still a lot I need to learn, it drastically improved my pixel art, and I cannot emphasize how much learning art fundamentals will help anyone looking to learn how to pixel.

You can find my work on Twitter here or check out my itch.io page.

79
General Discussion / Re: Please help me understand these sprites
« on: August 02, 2018, 03:30:55 am »
Some thoughts about contrast.

In the image below, I've converted the three sprites to grayscale so you can see the values more easily. Values are a big factor in determining the readability of your sprite. If your values are too close, then there isn't enough contrast to tell what's going on.



Although the values could still be managed better, the middle sprite has the most successful value structure. The highest contrast is in the eyes, so we can see them clearly despite the sprite being a bit cluttered, and there are some distinct areas of value separation. The helmet, pauldrons, and cape are lighter in value than the rest of the armor and the face, which makes it easier to tell what's going on in the sprite. We have dark, medium, and light values.

The left sprite suffers from having almost only medium values with very sparing usage of darks and lights. This causes the sprite to look flat, despite there being some attempts at shading.

The sprite on the right is even worse in terms of clear value separation, because nearly the whole sprite uses a medium (middle gray) value. Darks and lights are nearly nonexistent in this sprite.

How can we improve this?

Well, first, we need to understand what we're rendering in the first place. Start by focusing on the simple shapes/volumes of your subject, then choose a light source. Here's a visualization...



I tried to quickly sketch proportions and a pose that's very similar to yours. First, think about what shapes make up your subject. Some basic shapes you can use are circles, ovals, squares, triangles, and rectangles. You can also combine shapes or use shapes that aren't as basic, like bean shapes.

Next, represent your shapes as volumes and fit them together. Personally, I think this is the hardest part. Circles become spheres, squares become boxes, rectangles become boxes or cylinders, etc. You can also use volumes that aren't as basic, like wedges. Knowledge of your subject becomes important here. I recommend Vilppu's teachings if you want to learn about basic ways of breaking down the human form into volumes. I won't go into that here, since it's a whole topic of its own.

Once you have visualized the basic volumes, lighting becomes a question of where the light source is coming from. I chose a central top-down light here, nothing fancy. I didn't go super crazy with the shadows or anything, but there is a bit of knowledge at play here in my choices that might not be obvious from how I drew the 3D volumes. I chose to completely drop the forearms, hips, and legs in shadow in order to bring the chest and shoulders forward in space. I made sure to light the hands and tops of the feet because they're important. I added a simple cast shadow from the head onto the shoulders and where the neck would be (you chose to hide the neck in your sprite, so I left it out). I didn't put much of the "face" sphere in shadow partially because it's important and partially to bring it forward in space.

Clothing, armor, hair, etc. would follow the same thought process; just add them over top of the base forms, keeping in mind the body underneath.

Now, I did a messy 5 second pass over your sprite with a blend mode in Photoshop to sort of give you a feel for the improvement to readability. If I were to manually edit the sprite, then I could make more precise choices and fine-tune the areas more, but I just wanted to give you a brief idea of the concept.

Adding visual separation using color.

You can also create clarity just with the flat colors you decide to use, and where you put them. Here's a small example...



Now, I'm not a mind reader, I don't know exactly what you had envisioned for the design. Perhaps this is a different direction than you intended and that's fine, I'm not here to talk to you about how armor works or what designs are practical. However, all designs can benefit from considering which colors will be touching each other. We can use color theory to help choose colors that might look good together.

I darkened the pants and added sleeves. I kept them purple because it was a good choice, since it is the complimentary color to yellow (opposite on the color wheel), but the shade was too light and too saturated. If you have too many saturated colors close together, it can overwhelm the viewer. You can allow the viewer's eye to rest by introducing darker or lighter desaturated colors.

I changed the darker yellow to a slightly more orange-y gold color. Yellow and orange work well together since they are analogous colors (close on the color wheel). The new color I chose also helps tie the skin color into the rest of the palette, again, because they are analogous colors. I used the new color to visually separate the chest from the lower body, the hands from the arms, the feet from the legs, etc. I made the feet dark since I was working on a light background but if your character will be on a dark background then consider making the feet light so they stand out.

I kept the base yellow, skin color, and eye color. I added a blue gem to the forehead partially because the other designs you sent have them, and partially because it helps draw attention to the face with contrast. Blue is analogous to purple (which is the color of the pants), so it is a good choice.

I introduced a lighter and less saturated yellow to help separate the headpiece and pauldrons a bit, help give the viewer's eye a break from the saturation, and to contrast more with the medium blue.

The result is a design that feels easier on the eyes and stands out more. Of course, there are a billion ways to experiment with colors, this is just one way I came up with.

To sum things up briefly, understanding and applying the fundamentals of value, contrast, structure, and color theory to your work will take your sprites to the next level and allow you to know how you should place your pixels to achieve the result you want.

80
Regarding spam: why don't you block posts where the title is an URL? A large chunk of the spam has a link for the title (and virtually no normal posts does that).

I’m actually not sure this is possible without writing a custom extension for it, but if you know of one, it may help slightly. Unfortunately, spammers have gotten much better at dodging traditional methods for spam detection so that most built-in ways of dealing with it (at least, ones not requiring manual labor) don’t help. The most common type is human users who post a single message that might be able to pass off as a regular post, except that they include links in their signature or profile field which are meant to be indexed by search engine bots to increase the “credibility” of their site to the search engine, thus improving their search ranking.

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