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Messages - Moribund
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21
Pixel Art / Re: CSW Style Character
« on: July 06, 2010, 06:28:31 pm »
 :'( I thought I'd be started on my game by now.

 :y: ALRIGHT, I will be an ARTIST.

22
Pixel Art / Re: CSW Style Character
« on: July 06, 2010, 05:02:48 am »
What should my artistic process look like? Following the tutorial on the CSW site, I make the head and then I draw blobs. Should I be doing stick figures or trying it out by hand first? I am even worse at sketching, should I be trying to improve my art in other fields to help my pixelling?

23
Pixel Art / Re: CSW Style Character
« on: July 05, 2010, 01:40:57 am »
Oh man the good stuff. I really like this, even though I've spent an hour looking at it and still am not fully comfortable in my comprehension. Is there somewhere I can read on artistic theory?

On and no need to complement me on doing style imitation. I don't even have my own style, so I'm basically trying to leech as hard as I can right now.

24
Pixel Art / Re: First Steps on Pixel Art
« on: July 04, 2010, 08:15:54 pm »
That is merely a limitation, and doesn't pixel art thrive on limitation?

25
Pixel Art / Re: CSW Style Character
« on: July 04, 2010, 12:48:30 am »
First, thanks again everyone! So many replies- this is great!

@Ai
* The shirt does not look like a shirt, as you've currently drawn it.
   the dark line along the bottom suggests a garment that is rolled UNDER at   the bottom. whereas a shirt generally either fits and doesn't roll under or outwards, or rolls outwards during movement.
   That whole row could be replaced with the lighter color just above it, then it would look more shirt-y and less jumper-y
I don't understand this whole "roll part".Do you mean the dark line at the bottom of the shirt?

* it would be good if you could cite some specific references.

That is the card I used specifically, and this is the card gallery.

@Kcilc Aah, anatomy. I'll look at some anatomy sites and references.
Don't be afraid to have really sharp spots in your art. Notice that you've outlined where the shirt connects with her left (our right) arm, not just once, but twice. I'd say in that situation, it would look better if you dragged the lighter part of the shirt all the way to the skin, so that it looks more like the shirt is casting a shadow on the arm than just making an outline.
Woah technical stuff. So you're saying that I should only outline on one side of the colour shift? The shirt should be the lightest colour all the way to the barrier? I tried it, and it looks a lot better, thanks!

Resist the urge to use all of the different shades so evenly. The fewer times you use a shade in your piece, the more valuable it is to our eyes—the reverse can be true if you have a powerful color. Use that to your advantage as often as you possibly can.
Haha this comment was perfect. It is such an urge to, I guess, pillow shade. I'll try to fight it.

@Tourist
The base character is flat flat flat.  Legs are in the same depth plane.  Arms are in the same depth plane as each other and the torso.  The face, the arm on our left should protrude into 3d space.  Since the character is at a 3/4 view, this means towards the camera and to the side.  
Thanks, this is a good point. I meant for her right (our left) leg to be more in the background, but I now I see I should have put more time into that.

Anatomy problems.  This is a female, right?  Boobs are too high.  Shoulders are too strong.  Women tend to carry more mass in the hips and thighs, this figure has no hips and twigs for thighs.  A book on drawing women for comic books advised that women need small forearms, even if they are brawny.  Somehow thick forearms just looks wrong.  I think that advice is correct.  
Ahh more anatomy. :/ I hope no one catches me staring intently at naked women.

An edit. I didn't have enough time today to make a whole 'nother character again, so just an edit. I tried to make the left leg more in the background, make the shirt less clingy, the forearms smaller, and added a neck. I'm not sure how to work in curves at this point, I'll make a bombshell for my next one. I also tried messing with the shoulder, but I don't know how you did it, Tourist. You used one pixel less and make it look half as thick. I tried it but I just got a deformed shoulder.

26
Pixel Art / Re: CSW Style Character
« on: July 03, 2010, 05:35:12 am »
Wow thanks! I'm sorry for the late reply- I wanted to wait until I sprited another thing. I kind of get what you mean by contrasting flat and rounded/irreguler surfaces.



Is the stomache enough flat area? Is there a ratio I should pay attention to? Also, is there a tutorial on small hands anywhere? I tried to make the pants crumply-er, did I do it right?

PS: Sorry I'm not incorporating all the changes at once- I'm not ignoring them I'm just having a hard time wrapping my head around all these new concepts.

Edit: Added the original blue pants version.

27
Pixel Art / Re: First Steps on Pixel Art
« on: July 02, 2010, 12:04:47 am »
Hey I know I'm not really at the level where I can be giving sprite advice, but here's a small edit with a darker outline and an attempt at AA. If the place it's going to be used has one consistent background, anti-aliasing on the outsidde would look good as well.


28
Pixel Art / Re: "Tales Of" Style Character
« on: July 01, 2010, 06:24:25 am »


I tried again and I think the stance and proportions are better- but to my eyes the shading is a lot worse. :/ How do I make his right leg look more like it is in the background? If I shade harder it just looks weird.

Kcilc, I stole your hand for this one I hope that's ok? I want to get the basics down before I try hard stuff like tiny hands.

29
Pixel Art / Re: My pixel art website
« on: June 30, 2010, 11:19:19 pm »
Why am I on this forum? I want to learn from THIS guy!

30
Pixel Art Feature Chest / Re: F. Nietzsche gazes into you
« on: June 28, 2010, 04:17:43 am »
Helm, your works like this one make me want to categorize them as modern pixel art. Your usage of the pixel definitely departs from the "retro" hayday of pixel art, and even most pixel works from today. Feels evolved, though not arbitrarily superior to pixel art that doesn't share it's artistic approach. This type of thing is like pop pixel art - the solid red hair, the vertical line dithered jacket, etc, all come together to present us with a fun-to-look-at sophisticated polish evidently the end-result of a profound comfort with the medium plus much experienced experimentation.

I have no useful criticism, but I'm definitely inclined to agree here. I see some pixel art here, and I'm like "WOW, that looks so lifelike, and in only 3 pixels too" but then I see some of your art, and I'm feeling it is communicating a statement as well as an image.

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