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2D4Me
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Quote 2D4Me Replybullet Topic: Looking for Help/Advice/Critique
    Posted: 01 November 2014 at 1:06pm
Hey All,

Just recently got into pixel art and thought I'd try my hand at a hypothetical video game background.  My restrictions were that I use the sega genesis color palette (9 bit color chart) to keep things simple as I didn't want to have too many colors available to me, and also that it of course stuck to a screen resolution that the genesis was capable of displaying (in this case its 320*224).  I am at 18 colors at the moment.  Any and all critiques and suggestions are more than welcome as I am eager to improve. 




 




Edited by 2D4Me - 04 November 2014 at 8:09am
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Quote 2D4Me Replybullet Posted: 03 November 2014 at 4:45pm
Just wanted to update as I widened the background and added a few things.  I want to improve this pic as much as possible but I'm not really sure how to go about doing that so any pointers and/or advice would be much appreciated.




Edited by 2D4Me - 04 November 2014 at 8:09am
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DrTripwire
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Quote DrTripwire Replybullet Posted: 03 November 2014 at 5:35pm
Nice work, you!

I think the texture of the road and the rocks could be improved. Also, the fence needs to start a little more to the right, I think. A bit of the perspective is off, but otherwise good.

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Quote 2D4Me Replybullet Posted: 04 November 2014 at 6:41am
Thanks for the reply.  I agree on the road texture needing improvement, I'd like to fix it up a bit, but it will be challenging as its supposed to be a dirt road and I have no idea how I would make a more convincing dirt texture.  I actually like the way the rocks came out but perhaps you're right, I'll play around with them a bit to see if I can come up with something better.  
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jalonso
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Quote jalonso Replybullet Posted: 04 November 2014 at 6:52am
Its a lovely scene overall.
However, you are over pixelling and very near the uncontrolled pixelling method called 'pixel pudding'.
In your mind's eye you see a scene and seem to be wanting to place all the details in your mind. However in pixelart its often better to suggest and have the viewer see the vision in all its detail without actually pixelling them (fool's entire gallery is the best place to see this in action).
This is best seen in the 3 logs in by the bigger house where its very clear what they are but you did not need to over pixel.
Do we really need to see every leaf?


Edited by jalonso - 04 November 2014 at 7:06am
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Quote 2D4Me Replybullet Posted: 04 November 2014 at 4:07pm
@jalonso

First off, thank you for taking the time to comment.  I can see what you're saying about over doing it with the pixels and to be honest the foliage was irking me the whole time.  I had gone through several different foliage designs and arrived at that one but was still not happy, plus I think it clashes a little with the style of the tree trunks, and now I see why, over-pixelling.  Would you say the same about the grass in the foreground or is it the picture as a whole?  I might have to change that too if I change the foliage.  Would you be able to provide me with an example or two of the kind of leaves that you would apply?  I know you told me to check out "fool's" gallery and I did, but I also thought I would check out yours too and it turns out you are a fantastic artist as well, I hope I can learn from you.  I also think I struggle with consistency, meaning that different parts of the picture, certain objects and such, don't necessarily look like they belong with the rest of the objects, as if it were done in a slightly different style and so its not as cohesive as it should be, not sure how to remedy that.  Thanks again.
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Quote Limes Replybullet Posted: 04 November 2014 at 5:39pm
WOW THIS IS SO ATMOSPHERIC!!!!.

Working on the colors is just about the only thing this needs, I love it so much!.
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Quote jalonso Replybullet Posted: 05 November 2014 at 6:28am
I am going by your statement that this is designed to be a game BG scene instead of a real life scene.
Beyond all the over pixelling and uncontrolled coloring you have an issue here that is working against you. Lighting and depth. The farthest back trees have the same lighting and definition as the foreground trees.
I think you could vastly improve everything if you divide the scene onto planes and then color/pixel each 'layer' as its own where the foreground has more clarity and as each layer goes back you simplify so that you improve the depth. While it needs a bit of cleaning up the sky and clouds layer is good and reads well. Making every layer up with more and more definition and detail should help. For example, the blue layer should only have enough pixelling to suggest what is there. We don't need to see every brick in the house and the tree trunks need no detail other than some shadow/volume.
The green layer gets a bit more detail and is basically the layer that 'blends' the blue and red layer extremes of detail.
The red layer is probably the only place that leaves, trunks and dirt can be the most detailed, but again. We don't need to see every grain of dirt to see it as such.
As for consistency. You need to pixel with more precision. While I think dithering is not a good choice here that's a design choice and entirely up to you. However, if you go with dithering as you have in the foreground tree trunk than you have to pixel all dithering equally because the balanced dithering on the big foreground tree trunk with the scrappy dithering on the tree top just looks awful. I see the scrappy is you trying to show the leaves but we don't need every leaf. Its clear its a tree and thus the viewer will see leaves even if you pixel none.
Think 'suggestion' more than realism. Its a game BG not a RL scene :)
---
Just noticed its your BD...




Edited by jalonso - 05 November 2014 at 6:35am
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Quote 2D4Me Replybullet Posted: 05 November 2014 at 9:05pm
I really appreciate the in-depth critique, it helps a lot.  I am currently working on the pic to address the issues you raised in your breakdown, I'll have a revision up soon.

Thanks again
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Quote 2D4Me Replybullet Posted: 09 November 2014 at 9:45am
Ok, I did a partial revision which took longer than I anticipated due to being quite busy recently, but here it is.  I redid the biggest tree in the left foreground in a new style trying to apply the advice you had given me.  I further worked on the revision and added back some dithering and lighting as a middle ground option which I like the best of the three.  I will give you all three versions of the tree so you can compare, the original tree first, then the revision, and then the final revision:






What do you think?


Edited by 2D4Me - 10 November 2014 at 9:18pm
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Quote jalonso Replybullet Posted: 09 November 2014 at 1:38pm
That's the general idea in the update. The canopy could be much better. The tree trunk is more of what I think would help everything as there is controlled areas of color instead of dithering which I just don't think this pixel requires.

Do you have a fixed lightsource? Where is the sun?


Edited by jalonso - 09 November 2014 at 1:40pm
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Quote 2D4Me Replybullet Posted: 09 November 2014 at 5:08pm
The light source is coming from the right/east of the tree, I know the lighting differs a bit from the original tree.  As for the canopy, yes, I agree, it could be a lot better, the thing is I was trying to simplify it and was worried if I put more work into it or added another color that it would become cluttered and unnecessarily detailed again.  

Also, about dithering, I know you say you don't feel the pic needs it but I've been looking at both versions and the dithered one just seems a little more alive, less flat, the lighting especially seems better, I don't know, maybe its just me but the dithering seems to add a good quality to the pic, when I tried adding lighting on the revised tree in the style of the new tree it seemed off, like the tree was unnaturally shiny or like it was made out of another material and not wood/bark.  
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Quote jalonso Replybullet Posted: 10 November 2014 at 12:56pm
Is this anywhere near what's in your minds' eye?

Can you post a link to something close if not?

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Quote 2D4Me Replybullet Posted: 10 November 2014 at 9:13pm
Hmmm, no, though I like that pixel art's sky, I don't like the tree, grass or foliage, it's a little too cartoony for what I'm trying to do.  I updated the tree comparison post with a third version which is me adding back the dithering to the tree, but a cleaner dithering than the original, do you still think the second version is the direction I should go in?  I actually like the third version best, especially the tree trunk which I think is the middle ground between the first and second.

I'll probably redo the foliage though since I still haven't found a style I am really happy with.


Edited by 2D4Me - 10 November 2014 at 9:15pm
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Quote jalonso Replybullet Posted: 13 November 2014 at 4:31pm
Noticed this today and thought you should look at it
http://www.pixeljoint.com/pixelart/90074.htm
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Quote 2D4Me Replybullet Posted: 15 November 2014 at 9:32pm
Ok,

I redid the foliage, made some new rocks, and put a tree in the distance so you can see if I got the whole foreground/background objects thing down correctly, here ya go:


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Quote DrTripwire Replybullet Posted: 15 November 2014 at 9:44pm
I love the shadow of the tree on the rock! Nice details. I like the addition of the smaller tree, even though you are missing a pixel on the right side of the trunk.

I can't say much about the texture of the foliage because I'm terrible at pixel art, but I feel like... it's still a bit clumpy.
Take a look at this pixel wolf. I see this a lot on deviantART - personally, I think it's over-textured and creates an awkward, clumpy look. While your attention to fine detail is great, at that distance, I don't think we'd be able to see every leaf - that is, I don't think we *should.*

Let's look at this pixel wolf. I personally like this better. Yes, on the right, we don't see every tuft of fur. However, I know it's fur; the smooth textures don't distract me from the image as a whole. There's some detail around the neck - sure, blocking out forms is great! I just think that you might have a bit too much of it.

Again, this is all just my opinion.

Edited by DrTripwire - 15 November 2014 at 9:44pm
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Quote dyluck Replybullet Posted: 16 November 2014 at 10:05am
I think it's very nice, awesome work.

My humble opinion, if not corrected by wiser pixeljointers:

I feel like there's too much contrast, mainly because of the clearer green tone, way too bright to my taste (both in herbs and trees).
The rocks may look more real in a not so pure grey, maybe a little more of red component, and or green in the grey palette...

Also, as suggested, colder tones in the distant components of the landscape improve depth sensation.


Edited by dyluck - 16 November 2014 at 10:10am
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Quote 2D4Me Replybullet Posted: 18 November 2014 at 3:16pm
Ok, another update, I left the foliage alone for now as its the first one I am reasonably happy with and also I am suffering from foliage fatigue at the moment, but I'll get back to it.  I decided to make a whole new background to go with the tree and rocks trying to incorporate some of the suggestions that have been made.  I am at 20 colors at the moment:


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Quote DrTripwire Replybullet Posted: 18 November 2014 at 3:37pm
Great addition! Only one comment - I don't think the clouds would be as tilted.
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Quote 2D4Me Replybullet Posted: 20 November 2014 at 6:17am
Yeah, you're right, they wouldn't be tilted that much, I was just going for a certain effect given the perspective of the temple/shrine but I guess I exaggerated a little, I'll address it. Also, would this pic benefit from some added colors or is it fine the way it is?
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Quote eishiya Replybullet Posted: 20 November 2014 at 6:29am
I think the amount of colours you're using is fine. If you add more colours, I think they should be mostly blues to help you with atmospheric perspective (fading stuff in the background). But, before you worry about adding more colours, I think you should work on unifying the ones you already have, so that you know what other colours you still need.
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Quote Limes Replybullet Posted: 20 November 2014 at 9:52am
Try This

Skip to the coloring section, or you could just read it all.
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Quote 2D4Me Replybullet Posted: 21 November 2014 at 5:51am
@eishiya- What exactly do you mean by "unifying" my colors? Are they not unified? Can you give me an example?

@limes- Yeah, I read that whole thing long before I posted in these forums, it's helpful but I sometimes prefer direct feedback.
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Quote eishiya Replybullet Posted: 21 November 2014 at 8:43am
By unification, I mean making the colours feel connected, like everything is part of the same environment. Disconnected colours also tend to be harsher on the eyes.
Yours colours are all very "pure" right now, which makes it look like everything is glowing, emitting those colours, instead of reflecting light from a set light source as would normally be the case.
The way to produce unified colours is to come up with an ambient colour for your light, and work that ambient colour into all the other colours. You could even use two colours. On a sunny day in reality, the ambient colours are usually blue (in shadows, reflected from the sky), and pale yellow (in directly lit parts, reflected from the sun). In a sunny forests, the shadows might be much more green because instead of the sky, the foliage contributes the most colour.
A unified palette doesn't have to come from a literal light source, although in your case that's probably the easiest path. You could choose any colour you want, whatever sets the mood you want.
Here's a tutorial on producing unified colours based on am ambient colour. It won't teach you to pick ambient colours, though. The actual colours you choose depend on mood and/or lighting, which are separate topics.


Edited by eishiya - 21 November 2014 at 8:45am
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Quote Limes Replybullet Posted: 21 November 2014 at 11:08am
The way the colors are don't give a feel of depth, The colors in the background should not be so ambient. see here.

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Quote jtfjtfjtf Replybullet Posted: 21 November 2014 at 11:27am
One thing you can try to do with the foliage color is reduce saturation as things get further away. In atmospheric perspective there's a reduction in detail, which is happening already in your picture, and also a reduction in color intensity. That's what's happening with Limes' example. The tail isn't just reducing in detail it's less saturated in hue.
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Quote 2D4Me Replybullet Posted: 23 November 2014 at 3:43pm
Ok, another update, I tried to work in some of the advice given to me and I played with the color palette and added a couple additional colors, I also got rid of most of the dithering going on just to see how it would look:




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Quote Limes Replybullet Posted: 23 November 2014 at 7:34pm
Wow big improvement, Still get eye burn from the sky and rivers colors
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Quote DrTripwire Replybullet Posted: 23 November 2014 at 9:57pm
I adore the trunk's shading! Also proud of you for working on the 'further away, less detail' stuff. c:
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Quote 2D4Me Replybullet Posted: 25 November 2014 at 2:56pm
@Limes- Thanks, ok, a small update, fixed the eye-burning colors of the sky and river to something a little more gentle.

@DrTripwire- Thanks Doc


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Quote PixelSnader Replybullet Posted: 25 November 2014 at 5:34pm
Still super bright colors IMO. Here's some fiddling:



Keep at it though, you're making big strides.

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