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879776 Posts in 33005 Topics- by 24379 Members - Latest Member: alisiahl87

May 24, 2013, 11:08:12 PM
TIGSource ForumsDeveloperCreativeArtWorkshopPushing pixels with a little Dev log aswell!
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Author Topic: Pushing pixels with a little Dev log aswell!  (Read 6839 times)
Medevenx
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i try not to suck


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« Reply #30 on: May 14, 2012, 03:52:37 PM »

Not disheartened, but we've been in that spot where we don't really focus on a single sprite but create multiple sprites for practice instead of focusing on improving a single sprite. Not sure how you're going to use those sprites for your game though
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Squid Party
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Oh hi mark.


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« Reply #31 on: May 15, 2012, 08:45:56 AM »

the bearded guy moves from ethier side of the screen throwing rocks upwards, come on dude use your imagination Corny Laugh
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Squid Party
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Oh hi mark.


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« Reply #32 on: May 26, 2012, 03:18:34 AM »

The evolution of Little Johnson(so far)!


I thought it might be fun to do a little progress sheet of all the different sprites I made for him, they all look really different now I look at them together Coffee
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Jesse
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« Reply #33 on: June 02, 2012, 12:24:55 PM »

Love the design! One thing that bothers me in each evolution is that the shoulders and arms haven't been addressed - he looks like a body builder who's leaning forward and flexing his shoulders. Shoulders in general should be affected by gravity, and especially on a salary man like this fellow I'd think they'd be quite rounded and weak-looking.

Here's an edit with just the shoulders and arms touched up. I also plumped his belly out a bit to match the thinner arms. Hope this helps you!

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Squid Party
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« Reply #34 on: June 03, 2012, 02:33:29 AM »

thanks Jesse its looking really nice, yeah the shoulders haven't been addressed but that is because I have a conundrum, the guy is meant to actually be a super hero called the g-man and he dresses kind of like a salary man, so when I think about the shoulders as hes a super hero I want him to look kind of badass. sorry should of said that Embarrassed any way thanks for the edit! Smiley I prefer you hands!!
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Squid Party
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« Reply #35 on: June 05, 2012, 12:19:39 PM »



my fifth and final edit of little johnson, hope you like it Well, hello there!
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Squid Party
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« Reply #36 on: June 08, 2012, 04:02:47 AM »

My first attempt at AA?



Its pretty crap.I know.
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John Sandoval
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« Reply #37 on: June 08, 2012, 04:43:03 AM »

Learning to draw (in general) looks like it would be more beneficial to you than learning anti-aliasing at the moment.
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Squid Party
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« Reply #38 on: June 08, 2012, 05:20:00 AM »

I can draw.
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John Sandoval
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« Reply #39 on: June 08, 2012, 06:37:30 AM »

There's always room for improvement.
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Squid Party
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« Reply #40 on: June 08, 2012, 10:59:02 AM »

there is.
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Kramlack
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« Reply #41 on: June 08, 2012, 12:00:17 PM »

I think Sandoval means learning to draw things like anatomy, using colour theory properly, and tens of other little things artists should think about. Anti-aliasing isn't very important (and in my opinion, a mediocre art technique when using it for pixel art) when compared to what I've just mentioned.

EDIT: Getting back to your actual art though, anti-aliasing isn't an excuse for banding, which is a term you should look up. Banding is frowned upon by every pixel artist I've met, and is generally a really sloppy technique to use.
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Evan McClane
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« Reply #42 on: June 09, 2012, 02:01:40 PM »

Banding
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Squid Party
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« Reply #43 on: June 10, 2012, 04:15:33 AM »

Thanks.
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robolee
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« Reply #44 on: June 25, 2012, 05:13:23 PM »

Saw Medevenx's (derogatory) signature and just wanted to say that he definitely can "draw" (anyone that can make a mark on something can draw), but perhaps not as well as you'd like. Being able to draw good line art is still being able to "draw well" by the common persons standards, however it seems that from an artists perspective this suddenly means being near professional at life drawing, perspective and shading. The problem is a matter of perspective, not arrogance...

You shouldn't demean a fledgling artist for what could essentially be misunderstanding. There are a lot of specialist terms and meanings change between regions and through experience. Also do you not think maybe he's not purposely ignoring criticism but rather not understanding how to apply it or get the same effect himself without using the work of others? Look at edit 4 -> edit 5, he took #4 and tried to apply what Jesse did in his edit, clearly he's trying to improve whilst using his own work. Everybody else's edits are a massive step up from his capabilities and are not really "lessons" at all so much as pointers to how his end piece should end up, Nate's has some good advice but focusses on colour and not how to shade to create depth which is the part he doesn't understand (plus the variations in his image goes no change, slight change, BAM mega change!). I've seen a lot of people around here that put down fledgling artists for not following "simple" advice which to them contain a load of complex theories. It's like bullying a young child for being worse at basketball than you because after them merely watching you throw a perfect hoop they fail even after 25 attempts. You really shouldn't do it.

tl;dr: Some of you artists on here can be really unhelpful even with your great examples and you can be really nasty at times too. Chill out.


To simplify and properly explain what people are telling you squid is that you should focus on learning to draw the world as it really is instead of how you think it is. You need to train your brain to not think of objects in silhouettes and discrete distinct colours* but in 3d volumes and light (colour theory). You need to constantly be thinking of proportions (between objects AND individual parts of an object compared to each other) and perspective is important, though if you begin by focussing on proportions then perspective should come easier (as basically it's thinking about the scale of proportions in regards to distance). Picking good colours is not really something that is easy to teach, in reality there are no good colour choices and colour combinations are subjectively good or bad, it's all personal taste and should develop along with your style. However big clusters of unnatural colours are generally disliked from pretty much everyone (what I mean is colours not found in nature - pure red/blue/green and such just simply impossible unless coming directly from a light source).

*Which for the non-artist tend to be really garish colours like in a childs paint set... hmm I just had an insight: maybe that's the problem, from the ages of 1->6 or so we paint and draw with this really horrible palette, then usually people stop painting and when we try later on we find ourselves using the same (bad) colour palette!

And here's some useful well known tutorial links: http://androidarts.com/art_tut.htm http://www.itchstudios.com/psg/tuts/process.jpg http://www.pixel.schlet.net/

Lastly I think the guys shoulders are fine, perhaps not realistic but it's clearly a design choice, you're not exactly going to complain that his head is wrong because it's rectangular. However I do think the arms are overlapping the body too much (lazy half-edit-> edited left half and made it symmetrical):

I made him look too fat, but the main point here is that I moved the arms up one pixel and out one pixel, I also messed with the outline, banding and hands a little.
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