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Messages - strawberry
Pages: [1] 2

1
Challenges & Activities / Re: Hexquisite Corpse 4
« on: April 04, 2019, 10:55:14 pm »
T12 please!
Done!

2
Challenges & Activities / Re: Hexquisite Corpse 4
« on: April 02, 2019, 02:08:31 am »
T44 please  ;D

Edit: Done!

3
Pixel Art / Re: Castlevania style player character
« on: March 20, 2019, 05:48:51 am »
Use GraphicsGale! It's free and made especially for pixel art.  :y:
In your sprite, you use a lot of pillow shading, making it hard to read. I can't quite tell what's happening in the arms. Also your colors don't have a lot of stable value to them. The lighter color in the hair is too light to really see, while the dark purple in the cloth is too dark to use as a shade.
Also congrats on starting to make a game! Pixel art has a lot of technicalities to it that can make it seem daunting when you first start out, but practicing will help you understand them quickly. Everyone here started out as a beginner one day!

4
Pixel Art / Re: I need help to make these look better. [WIP]
« on: March 20, 2019, 05:09:24 am »
Hello and welcome to Pixelation  :). These are very interesting characters. I think your main problem is a lack of shading. When shading something, pick a light source and imagine how the shadows might fall on a 3D object. First off, you're going to want to make sure your darkest color is the outline, not vice versa. Working with smaller sprites can be difficult in making sure they are not blocky looking. Adding an outline will usually help this. Pick your darkest color, for example your pumpkin shoes, and outline the entire object. Then, using your secondary darkest color (and third, fourth, etc.) you can slowly chip away at the harsh black outline until it looks more smooth. Look up "anti-aliasing pixel art" for a bunch of excellent tutorials that will help you with this. Since the pumpkin head is round and you don't have a lot of canvas space to move the pixel to make it circular, using light and shading can help make it look more circular (with the lightest part being the middle of the pumpkin, since that's where the light would be hitting it the most).
Also, you'll want to make sure there aren't too many highly saturated colors. A good start!
Example edit:

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Pixel Art / Re: Colors look too muddled? 32 x 32 tileset [WIP]
« on: March 12, 2019, 02:40:47 am »
Added water. Redid the darker grass. Not entirely sure if the water is too plain looking. Any C+C welcome  ;D

6
Pixel Art / Re: Artyom. Chibi Metro
« on: March 07, 2019, 05:35:26 am »
It looks like you have too many colors that are similar to each other that is making your armor look fuzzy. Since it's made out of metal, you'll want to add a distinct dark and highlights to make it look reflective. Also, it seems like your characters kneecaps are missing, which is making it look bow-legged. I like the detail on the head, but without detail anywhere else on the body, it just kind of looks like your character is wearing thigh-highs and booty shorts haha
Also, don't use bases! They don't help you learn anatomy. ( I don't think you did.. it's just that chibi bodies tend to look the same)

7
Pixel Art / Re: [CC] The Ketchaoua Mosque
« on: March 05, 2019, 11:50:55 pm »
It's a very beautiful building and it looks like you have a good starting shape for it. A problem though is that your lighting  seems to be everywhere. Before coloring anything, choose a fixed spot to envision where the light is coming from. Also, don't be afraid to add darker shades and lighter highlights. If you use color values that are too similar to each other, it can make your pixel art look more murky and subdued. Lastly, the grey background doesn't add anything to the piece. So either adding details (like a road or trees) or making it transparent will make it look better.
Example edit. I used the top right as my light source:

8
Pixel Art / Re: my LOZ inspired art
« on: March 05, 2019, 03:32:19 am »
For the most part, your items are very readable which is good. :y: It can be difficult to add details to such small items with a limited color palette that's not considered easy to work with. When that happens, you first need to consider a light source for shading. Second, you should consider how your colors interact with each other. For example, to shade the dark brown, you can use the dark blue. And the light brown can use the light blue as a highlight. It may be considered odd to use a blue to highlight a brown, but trial and error will show you the best combinations for colors. A lot of older games used this technique because of hardware limitations (which I think is why you chose this palette?).
Example edit:

This strategy and color palette isn't one I would suggest for someone new to pixel art, so please don't solely focus on using "odd" colors to highlight and shade. But also don't be afraid to experiment! It was just my two cents for what you were working with right now  :)

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Pixel Art / Re: Shute
« on: March 04, 2019, 08:07:54 am »
It'd be easier to judge if you posted it with the full image to see if the lighting is correct. ;) Right now it kind of looks like it's made of gum... maybe because of the color and lack of highlights. It's made of metal right? Adding shine will help it.

10
Pixel Art / Re: Colors look too muddled? 32 x 32 tileset [WIP]
« on: March 04, 2019, 07:51:07 am »
 :) You're right. Thank you eishiya it makes the tiles look a lot better. Dirt tiles removed since they didn't match the aesthetic I'm trying to go for.
Update:

Still a WIP. C+C still welcome. Thank you!

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