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1057248 Posts in 42946 Topics- by 34887 Members - Latest Member: ULFR

October 25, 2014, 09:27:21 AM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 3005111 times)
siskavard
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« Reply #21740 on: March 03, 2013, 09:20:44 PM »

original size


I'm hoping for some feedback on this guy. I don't want any shading in his eye area, but as it is right now the pixels bordering the eyes are really jagged looking compared to the rest of his body. Trying to find a solution.

Cheers!
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JOBA
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« Reply #21741 on: March 03, 2013, 11:41:55 PM »

Hi everyone!
I'm new here, but I thought I would upload something I made a while ago. I usually call myself a programmer, but I would like to learn this art wizardry too.  Wizard



I'm in the same boat (programmer, not quite artist), perhaps we can help each other out as we try to learn this pixel junk?
*snuggle*
Art is hard, makes no sense.
I'm working on a party creation screen for a first person dungeon crawler thing and I need to draw ~20 character portraits. First 4 are in. Fourth one is drawn on a different day, and came out disproportionate to the other three. I also need to make faces a little bit more quirky and interesting.

Human faces, lights and shadows, how do they work.
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Maud'Dib Atreides
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« Reply #21742 on: March 04, 2013, 12:05:09 AM »

original size


I'm hoping for some feedback on this guy. I don't want any shading in his eye area, but as it is right now the pixels bordering the eyes are really jagged looking compared to the rest of his body. Trying to find a solution.

Cheers!

looks legitimate, to solve your issue, you could find a color between the blue of the face and blue of the eyes to grace the upmost and lowermost diagonal pixels in the eye
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Atnas
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« Reply #21743 on: March 04, 2013, 05:40:28 AM »

lotta quick ships for a job

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Brother Android
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« Reply #21744 on: March 04, 2013, 10:12:54 AM »

Human faces, lights and shadows, how do they work.
I don't necessarily know the answer to this, but I do have a few suggestions:

1) The cleric looks cross-eyed because the pupils aren't centered. Also, the eyes on the first three contrast so much with the skin that it looks a little unnatural, like they're opening their eyes too wide.

2) Practice texturing hair. Sorcerer looks almost like he's wearing a helmet (is he?) because of the weird hair shading and the shadow that the hair casts on the face. The paladin's hair looks very flat and strange as well, and the knight's beard is a different color from his hair which is unsettling even in real life.

3) The skin tones on the first three portraits are inconsistent. Some parts of the skin seem too yellowish and don't mix well with the others.

In general I think the sorcerer looks much better than the others. The skin tone is more natural and the style is more realistic and he doesn't look terrified or like he wants to eat me. It may also help that you're not really drawing the neck in that one, as it gives more space for adding detail to the face, and the necks are a bit oddly proportioned in the others anyway. If you can do more in that style, I think you'd get serviceable results overall. (Caveat, I don't actually know much about anything.)

Hope this helps.
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geepit
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« Reply #21745 on: March 04, 2013, 10:58:20 AM »

Joba this tutorial thing on faces is pretty good, definitely worth checking out:
http://www.pixeljoint.com/pixels/tutorials.asp?id=2254

Also i really like these!


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beetleking22
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« Reply #21746 on: March 05, 2013, 12:04:11 AM »

Main Issue with Invoker right now is readability. Sad




I really like those but those lacks some light.

Im big Metroid fan.. So I decide to make icetileset for Super metroid. Nintendo own that Super metroid sprite.

« Last Edit: March 05, 2013, 12:23:58 AM by beetleking22 » Logged
JOBA
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« Reply #21747 on: March 05, 2013, 02:08:29 AM »

Human faces, lights and shadows, how do they work.
I don't necessarily know the answer to this, but I do have a few suggestions:

1) The cleric looks cross-eyed because the pupils aren't centered. Also, the eyes on the first three contrast so much with the skin that it looks a little unnatural, like they're opening their eyes too wide.

2) Practice texturing hair. Sorcerer looks almost like he's wearing a helmet (is he?) because of the weird hair shading and the shadow that the hair casts on the face. The paladin's hair looks very flat and strange as well, and the knight's beard is a different color from his hair which is unsettling even in real life.

3) The skin tones on the first three portraits are inconsistent. Some parts of the skin seem too yellowish and don't mix well with the others.

In general I think the sorcerer looks much better than the others. The skin tone is more natural and the style is more realistic and he doesn't look terrified or like he wants to eat me. It may also help that you're not really drawing the neck in that one, as it gives more space for adding detail to the face, and the necks are a bit oddly proportioned in the others anyway. If you can do more in that style, I think you'd get serviceable results overall. (Caveat, I don't actually know much about anything.)

Hope this helps.
Thanks!


Redrew some of them. Paladin has to go, looks too much like a creepy rapist. Sorcerer also has creepy vibe.
Face color is still not optimal, i think it needs a little bit of that orangy tint.

Knight and Cleric look better because the light source is from the side I think.
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Atnas
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« Reply #21748 on: March 05, 2013, 02:14:20 AM »

@beetleking: the one with more contrast looks better. it looks really really smooth, i love it!
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Ant
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« Reply #21749 on: March 05, 2013, 02:28:13 AM »

ya the high contrast one feels more snes-like to me, good stuff  Hand Thumbs Up Right
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Brother Android
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« Reply #21750 on: March 05, 2013, 07:02:05 AM »


Redrew some of them. Paladin has to go, looks too much like a creepy rapist. Sorcerer also has creepy vibe.
Face color is still not optimal, i think it needs a little bit of that orangy tint.

Knight and Cleric look better because the light source is from the side I think.
I think these are much improved; the knight and cleric have a sense of real personality in this one. The strong sense of lighting helps define their features, also, so they look more natural and realistic, whereas e. g. the paladin's nose looks flat and shapeless.

I personally think the skin color is alright here. The colder tint just makes it look like they're outdoors on a somewhat cloudy day or something like that. I think you should go with whatever skin color seems to go with the setting and general vibe of the game and its other graphics (if there are any yet), since skin appearance heavily depends on lighting.
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wupto
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« Reply #21751 on: March 05, 2013, 11:02:39 AM »

Hey, this is actually my first post here \o/
So here is some art I made for a game (WIP). Feedback would be nice.

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poe
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« Reply #21752 on: March 05, 2013, 12:11:08 PM »

It looks nice and I'm not an artist but a few things:
The trees don't seem to match right, maybe the angle or the shading?
Fences don't look like that, there's posts every few feet instead of just at corners.
The water tiles could use a bit of a cliff type thing leading into the water. (Unless it's a puddle)
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wupto
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« Reply #21753 on: March 05, 2013, 12:22:50 PM »

It looks nice and I'm not an artist but a few things:
The trees don't seem to match right, maybe the angle or the shading?
Fences don't look like that, there's posts every few feet instead of just at corners.
The water tiles could use a bit of a cliff type thing leading into the water. (Unless it's a puddle)

Hi and thanks for the reply. The trees yes, need to change them. There are posts for the fences in the tileset, I just forgot to place them^^
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JctWood
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« Reply #21754 on: March 05, 2013, 01:25:35 PM »

Tileset and little whale guy I made...


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« Reply #21755 on: March 05, 2013, 05:18:51 PM »

« Last Edit: March 05, 2013, 07:56:58 PM by softchange » Logged

Kian
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« Reply #21756 on: March 05, 2013, 06:35:01 PM »

Hey all, going for a zombie park vibe. I think i see too much sky, any tips on some background stuff? or any tips in general. Your assistance is appreciated. New to pixels.   Hand Thumbs Up Left Hand Thumbs Up Right

Original


x4 (how it will be viewed)
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siskavard
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« Reply #21757 on: March 05, 2013, 06:58:02 PM »

cityscape, mountain range, trees, etc. for the BG
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JctWood
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« Reply #21758 on: March 05, 2013, 11:22:24 PM »

Wow those are really interesting and provocative Softchange!
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@jctwood  |  programmer/jammer  |  jctwood.uk
JOBA
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« Reply #21759 on: March 06, 2013, 05:13:49 AM »


Redrew some of them. Paladin has to go, looks too much like a creepy rapist. Sorcerer also has creepy vibe.
Face color is still not optimal, i think it needs a little bit of that orangy tint.

Knight and Cleric look better because the light source is from the side I think.
I think these are much improved; the knight and cleric have a sense of real personality in this one. The strong sense of lighting helps define their features, also, so they look more natural and realistic, whereas e. g. the paladin's nose looks flat and shapeless.

I personally think the skin color is alright here. The colder tint just makes it look like they're outdoors on a somewhat cloudy day or something like that. I think you should go with whatever skin color seems to go with the setting and general vibe of the game and its other graphics (if there are any yet), since skin appearance heavily depends on lighting.
Thanks, man.
I'll start with undergrounds, dungeons and caves. If I manage to get the content done there, I might add outdoors.

Fullsize
I'll certainly return to portraits, they look somewhat passable as programmers-art for now.
UI is kind of ugly and needs lotsa pixelin work.
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