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Job offers / Cheap Generic Viagra 95614
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Pixel Art / Re: [FEEDBACK] Pikachu from Pokemon Red Redesign
« Last post by StarSoul on Today at 08:49:46 pm »
Thank you two for your opinions! I've made Pikachu a tad shorter, improved the shading, changed the right ear, flipped the image, and slightly changed the tail. I really like the progress I am making with this! I also like the style. Do you think it'll be a good idea to stick with this style for a bit to test it out? :)

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Pixel Art / Here goes some industrial tiles
« Last post by Vinik on Today at 08:11:52 pm »
Hello folks, do you think this is working? Any bad seams/tiling? I think I need some fresh eyes on it :). No idea on what I will use for background, probably just some dark tall walls matching the tiles. Thank you all in advance as always ;D
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Pixel Art / Re: [FEEDBACK] Pikachu from Pokemon Red Redesign
« Last post by eishiya on Today at 07:02:57 pm »
I like Zanorin's suggestions :D

Watch out for the tangent of the ears and the stripe on its back. Try to have the ears either not reach the stripe, or go beyond it by a few pixels, so that it's clear they're not a single object.
You may also want to move the ear on the right so that it doesn't follow the line of the body, that's another tangent, and it makes the silhouette more boring and vague than it could be.
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Pixel Art / Re: [FEEDBACK] Pikachu from Pokemon Red Redesign
« Last post by Zanorin on Today at 06:43:39 pm »
Not too bad, I recognized the style of the first Pokémon games before reading your post :)



Made Pikachu a bit shorter, repositioned and reshaped the ears and nose, redid part of the tail trying to fix the AA, and lastly made the overall shading a bit more dramatic (careful though, the sprite might have to be flipped horizontally so he's facing and shaded like the other gen1 sprites).
Does it help a bit ?
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Pixel Art / [FEEDBACK] Pikachu from Pokemon Red Redesign
« Last post by StarSoul on Today at 05:33:11 pm »
Hello! I'm new to the forums so I hope I'm doing everything correctly. I spent a few hours early this morning working on a redesigned sprite for Pikachu from the original pokemon games, and I'd like to know if there's anything I can improve on! I made this on Piskelapp.com.

Two things I see that could probably use some improvement is the shape of the ears and the anti-aliasing on the tail, but I'm not entirely sure how I can improve on it.

I made a colored version of this sprite in case someone needs to see, but I'll be sharing my grayscale image for the sake of simplicity.

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General Discussion / Re: Too much Spam in the forum...
« Last post by aureotoshi on Today at 01:01:14 pm »
I think it's not as hard to protect the forum... I have had for many years a forum of digital image with VBulletin and there is tools available, despite this is a SMF, it must have tools also.
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General Discussion / Re: Too much Spam in the forum...
« Last post by Zanorin on Today at 12:04:50 pm »
I agree and I find it upsetting... Since most of the spamposts have an URL as a title, would it be possible to automatically block all posts beginning with "http://" or "https://" ...?
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Pixel Art / Re: ninjavivi's corner
« Last post by Zanorin on Today at 09:14:18 am »
First of all welcome to Pixelation :) now sit back and relax, it's going to take a little time.
First I see you've already got some important things nailed: working with a low color count to avoid ugly blurry gradient effects, the lineart approach and the cluster approach, shading relatively to an imaginary lightsource...

Quote
which is a bit strange, because I've been drawing faces since I was a young girl. I feel very lost. I'm thinking it's probably the fact that I looked at pixel art as an entirely different art than classical art.
Let's take a look at your portrait for a second. The proportions are alright, the shading follows a up-right corner lightsource, there are few colors with good contrast, so why is it "terrible" (it's not so terrible though, it's got potential)?
Here's an edit i made (it's not perfect but I'm no pro, it'll work  :lol: ):



As you see, I didn't change an enormous amount of stuff, yet it feels "more right".
I'll try explaining each change I made and why I did so:

  • Your color palette was very linear: light orange, getting progressively darker into brown. To make your colors more appealing, try using hue-shifting: say your middle-color here is brown. Try progressing towards another color value as you go darker and as you go lighter (ex.: ). Here the darker shades go toward purple, whereas the lighter ones go toward a yellowish pink (and I lightened the skin tones bc she looked a bit Donald Trump-ish with all that bright orange :D). It's not simple in the beginning (took me a year to kind of understand that :') ), but experiment until you're comfortable with hue-shifting, it's well worth it. Also, keep this in mind for now: desaturate as you go lighter and saturate as you go darker.
  • You're very dependent on lines: coming from traditional media, you think "Oh, I have to represent her nose/collar bone/eye/eyebrow/[thing]! Easy, I'll just draw it". While when drawing with a pen on paper it works wonderfully, in pixel art, not so much. Most of the time, in pixel art, don't represent a volume with lines, but instead by using light. A nose isn't a line, it's just more of a face; it stands out because it's in 3D, and light hits it differently from the rest of the face. so it's got a highlight, it casts a shadow. Lines don't make volume, light does. You have to learn to "think in 3D", thinking "how does my lightsource affect this element I'm trying to depict?". I don't know if it's clear enough, don't hesitate to tell me if it isn't.
  • Some of your outlines are "jagged", they don't form a harmonious curve and the result is unappealing: See this video for a more in depth explanation!
  • I added some AA (anti-aliasing) in various spots to soften the image. You did a good job with the AA tutorial, so you should be able to adapt the theory to a practical case pretty easily :)

About your last trial with the cluster approach, I'm really not an expert of the cluster thing so I'm not going to comment on that; I just want to say something about the palette you put on the left of your image. You put four linear ramps w/ 6 shades each, but only used few of those colors. My suggestion (I could be wrong tho) would be not to "build" your palette beforehand, but to build it "organically", adding a color when you need it. That way, you'll avoid unnecessary colors (by asking yourself "do I really need to add this color or could I use a very similar one that's already there?"), and you can make multiple "links" between the ramps. It's difficult to explain, but your palette shouldn't look like several disconnected independent ramps, it should look like interconnected and interdependent ramps: it will add visual coherence and appeal to your image, tying it together. For more information on this very important point (I insist, it's fundamental in understanding color, it took me way too long to get better because I was reluctant to learning this), go and read this whole PixelJoint topic, which helped me immensely. It's a lot to take in at once, but I promise it'll get easier as you progress!

That's about it, I hope I was of some help!
10
Job offers / Re: Seeking Anime Style Pixel Artist.
« Last post by avidanimefan on Today at 08:05:05 am »
I've met quite a few actually (usually dealing with animated characters). And have had the pleasure of working with a few as well.

But the 10 frames i referenced were some simple turf art.

Nothing complex. I think you guys are projecting quite a lot if I'm being honest, which is pretty common.

Some artists get burned so bad that they have issues trusting anyone--and that's fine.

We really aren't here to defend ourselves against boogeymen in your head (nor should anyone have to really).

If you're interested, feel free to shoot a message. If not, no harm no foul.

We won't take disinterest personally (trust me on this).
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