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1105024 Posts in 45980 Topics- by 37660 Members - Latest Member: coeyes

April 01, 2015, 08:24:05 PM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 3297145 times)
NicroGames
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« Reply #21720 on: March 03, 2013, 11:03:55 AM »

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?
Thanks for the offer, but I don't have enough time right now. I have someone to do my art for me, you know Wink

You're using several colors that are close to each other, the blades lack lighting, and the 90-degree angled bent bits of grass look a bit off, but it's not bad. Nice work so far.
That's some awesome feedback! I'll definitely remember this.
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saibot216
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« Reply #21721 on: March 03, 2013, 01:38:29 PM »


I'm jealous of your awesome pixel art abilities.
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Quarry
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« Reply #21722 on: March 03, 2013, 01:51:36 PM »

I think he's animating those in 3D and outputting low-res GIFs...

#TIGSconspiracy Big Laff
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JobLeonard
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« Reply #21723 on: March 03, 2013, 02:11:09 PM »

Mimicking natural body movement like that is just as hard in 3D.
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s_l_m
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« Reply #21724 on: March 03, 2013, 03:56:52 PM »

I don't think it matters how you get the final image, as long as it looks good  Smiley
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rek
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« Reply #21725 on: March 03, 2013, 04:41:58 PM »

I don't think it matters how you get the final image, as long as it looks good  Smiley

Isn't that heretical in this thread? Every pixel has to be placed intentionally, etc etc.
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clockwrk_routine
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« Reply #21726 on: March 03, 2013, 05:04:05 PM »

pixel work is kind of an ambiguous title
I don't think there's a standard for pixel work unlike pixel art
to me anything that is low resolution, where pixels are part of the design should be here

i wonder if there were other threads like game art or animation, we'd see more work?
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Jared C
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« Reply #21727 on: March 03, 2013, 07:34:57 PM »

Kitty bot.

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s_l_m
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« Reply #21728 on: March 03, 2013, 07:42:20 PM »

Kitty bot.



Well that's just fantastic.
Is that NES palette or does it just kinda look that way?
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ClayB
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« Reply #21729 on: March 03, 2013, 08:00:36 PM »

nice kitty, jared



making this for the compo at gamejolt, unsure if i have the will to finish it
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Ashkin
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« Reply #21730 on: March 03, 2013, 08:46:50 PM »

Lots of good pixels in here lately guys, great job Wizard Hand Thumbs Up Right
... I should really do more pixels.
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siskavard
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« Reply #21731 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 #21732 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 #21733 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 #21734 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 #21735 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 #21736 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 #21737 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 #21738 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 #21739 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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