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Recent Posts

91
Pixel Art / Re: tree [WIP]
« Last post by Beetleking22 on October 04, 2019, 06:31:08 pm »
Big improvement looks pretty nice  :y:
92
Pixel Art / Re: tree [WIP]
« Last post by Mathcong on October 04, 2019, 03:46:08 pm »
those little branches are a great idea!

i'm gonna leave it at this version i got now, pretty happy with it:



thx for the help people  :)
93
Pixel Art / Re: How can I improve my ghost monster pixel art?
« Last post by yrizoud on October 04, 2019, 03:42:07 pm »
I would also try see if the appearance is better when the bottom side has no outline.

All the advice above are very good in general in order to make the character more lively / real. If you'd rather keep it very surreal however, you may rather choose:
- a sinusoid curve instead of the bounce, like a Ghosts'n'Goblins spectre (https://youtu.be/uIhyjrXVhzg?t=53)
- no squash/stretch matching the movement, conveying is has no mass that would be subject to the law of physics
- a uniform light / not getting light from an outside source
An example of this is the Skel-Monsta from Bubble Bobble, that ignores gravity and walls, and it matches its design : https://bubblebobble.fandom.com/wiki/Skel-Monsta

edit: I had a try


94
Portfolios / Re: 2D game artist (icons, gui, pixel, illustration, animations)
« Last post by kimyri on October 04, 2019, 03:27:24 pm »
up
95
Pixel Art / Re: How can I improve my ghost monster pixel art?
« Last post by Mathcong on October 04, 2019, 02:52:53 pm »
i think you can make it more interesting by adding some secondary animations, like eye blinking and arms swinging

made you a fast example:


also squash and strech could help:


96
Pixel Art / How can I improve my ghost monster pixel art?
« Last post by z1s23 on October 04, 2019, 01:26:39 pm »

hi, guys,
I drew a ghost monster, but I'm not satisfied with it:
1.the animation seems strange;
2.the color seems not coordinated;

How can I improve my ghost monster pixel art?
thanks!
97
Pixel Art / Re: tree [WIP]
« Last post by eishiya on October 04, 2019, 01:05:02 pm »
Dithering only really works if you can cover a large enough area with it. What you've done reads more like a few additional lines rather than dithering. That said, I think it is a step in the right direction, as it breaks up the artificial-looking horizontal lines, turning them into diagonals.
I think you're focusing a bit much on the sections of bark, I'd weaken them by breaking up the lines, and I'd instead create texture with rougher cluster edges.

(I also added some thin branches, as the tree looks unnaturally tidy to me without them.)
98
Pixel Art / Re: tree [WIP]
« Last post by Mathcong on October 04, 2019, 12:46:16 pm »
Thanks for the advice, added an extra shade and more of a clear lightsource.

tried some dithering as well for texture, but not too sure yet :

99
Pixel Art / Re: marine : Jacked up and good to go !
« Last post by daimadoushi on October 04, 2019, 10:24:38 am »
Thanks !

Since this message is old already, I actually have reworked it quiet a bit !

Heres how it looks like now

Idle animation 48 px height


walking animation 64px height



Hope you enjoy :) and if theres any tips.. Id be glad !
100
Pixel Art / Re: marine : Jacked up and good to go !
« Last post by Ryumaru on October 04, 2019, 10:07:25 am »
You're doing quite well for how new you are to pixels! I can already see a sprite like this being game viable. More contrast and polish would help, the latter of which the technique comes in time. Study sprites from games you really enjoy and see how they make things pop.
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