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RebeaLeion
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Quote RebeaLeion Replybullet Topic: Arvesia : my first pixel art
    Posted: 05 October 2014 at 3:36pm




Hi, I m new to pixeljoin and this my first thread. I started with pixelart 5months ago with an idea to build a game, I could not draw a thing, I was terrible. But I know It's all about practice and I improved over time - it's far away from perfect, it has some flaws but I am trying to fix as many as possible ! I believe I can improve here on pixel joint. I will try to change game sprites as time goes.

EDIT : So many great tips and critique led me to more improvements, you're awesome guys! My pixelart is not perfect, but I am trying harder! Great motivation here on PJ.

START 5 months ago was difficult :

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Quote RebeaLeion Replybullet Posted: 06 October 2014 at 12:55pm


new character, let me know what u think (compared to the old one). He is not going to be as big as this, this is 150% scale.

Edited by RebeaLeion - 06 October 2014 at 12:58pm
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Quote SuperTurnip Replybullet Posted: 06 October 2014 at 8:52pm
You've obviously worked very hard to get to this point, and five months is a fairly short amount of time, growth wise. You should be proud--but, you should also remember that you almost certainly are not going to be stylistically consistent for a long, long while, and what you do have still needs a great deal of work.
I'd like to stress the importance of art basics as the center of interesting pixel art. Learn where to put detail, and where to withhold it. Learn about form and lighting. Always remember that pixel art is a medium you are sending a message through--make sure that your message isn't garbled by an obsession with "cool pixel art", because that never holds up under scrutiny.
Where to go from here? Pixel cleaner by making art with pixels, not pixel art. Nobody draws every hair on a person's head, and you sure as heck aren't going to dither on a 32x sprite's hair once you've taken a step back and considered the problem you're trying to solve!
Good work, though. This is five months, and it will take years to get to a good place of consistency and skill. Enjoy the trip and don't assume you're at your destination. Don't ever.
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Quote RebeaLeion Replybullet Posted: 07 October 2014 at 4:52am
Thank you !! It tells me a lot, I d like to improve with pixelart, but I do not know any drawing techniques. Lighting/Dithering and rules that applies to this.

I did not study tutorials much (I learned to draw pixels on my own, kinda). I d like to learn more about lighting and details, dithering. (any tip for good tutorial for me).

Is dithering hair bad ?


Edited by RebeaLeion - 07 October 2014 at 5:05am
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Quote SuperTurnip Replybullet Posted: 08 October 2014 at 5:40pm
I think it might be fun to just keep going with this project for a bit, and learn as you go. Tutorials for pretty much anything you'd ever want to draw (and lots that your probably shouldn't) can be found on deviantART if you just enter "tutorial" into the search bar. I recommend this because these aren't pixel art tutorials--they're just different ways that people have drawn, painted or otherwise made different things. Experiment a bunch and follow them loosely, and they can be a great tool. This page is full of a bajillion pixel art tutorials for a more specific approach. And of course, there's Cure's tutorial as well. That one is just amazing.

Dithering hair is an odd one. It's maybe less about the fact that you dither, it's that the dithering (and this is more true the smaller something is) creates noise (detail) that distracts from the other important details around it, unless it is used very sparingly. In this case, the hair distracts from the face and adds an over-done look. If your character was draw as a 200x200 portrait, I doubt anyone would raise an eyebrow if the hair was dithered!
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Quote RebeaLeion Replybullet Posted: 10 October 2014 at 3:27pm
great, thanks for tips ! I ll look try to not dither those parts. The newest pixelart.



Edited by RebeaLeion - 10 October 2014 at 3:28pm
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Quote 0xDB Replybullet Posted: 11 October 2014 at 10:00am
My opinion on the topic of dithering, especially regular dithering, these days is that it should be avoided if possible and should be used mainly if it serves a specific purpose, like suggesting texture. If however the only purpose is to save a color, it's usually not worth it, because it just ends up looking bad, unless being viewed on a blurry old CRT screen.
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Quote SuperTurnip Replybullet Posted: 11 October 2014 at 11:23am
The new work looks great--if there's one thing you're doing really well right now, it's using colours. Good choices, good clarity with your ground standing out well from the other elements. You might have too many layers of different things, and that makes choosing colours for each a little harder, and the scene in general too busy. I'd remove the back layer of dirt and make the stone the standard underground texture.

The big thing you need to work on is cleanness, and consistency. The sky is super blurry and soft (perhaps a tad too much aa, you should let solid shapes of single colours emerge), the grass is scribbled and rough, and so is the rock background. The characters are also inconsistently outlined with black, object colour, or nothing. Choose one! It looks so much better when a game uses the same rules to draw every sprite and asset, so figure our your rules.

Going back to that grass, and the trees for that matter, don't try to light every leaf and blade, just let the shapes soften into larger ones, bringing select elements into detail afterwards. Actually, apply that to everything--be specific and make clear forms and masses, then give them their texture and small details.

Finally (whew), I wasn't bringing it up because it wasn't really relevant earlier, but it's best to work without blurs or effects. You should add those later using a game engine, if you even add them at all (pixeljoint doesn't accept stuff with effects, really). This way your assets will be good enough to stand by themselves before you start exaggerating them with bloom and whatnot.

Good work, keep it up!
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Quote RebeaLeion Replybullet Posted: 11 October 2014 at 4:30pm
Originally posted by Dennis

My opinion on the topic of dithering, especially regular dithering, these days is that it should be avoided if possible


So you're suggesting not to use it, if it's not for a specific texture. I will try to avoid this. THANKS !


Originally posted by SuperTurnip



The big thing you need to work on is cleanness, and consistency. The sky is super blurry and soft (perhaps a tad too much aa, you should let solid shapes of single colours emerge), the grass is scribbled and rough, and so is the rock background. The characters are also inconsistently outlined with black, object colour, or nothing. Choose one! It looks so much better when a game uses the same rules to draw every sprite and asset, so figure our your rules.


Thank for all tips, I will try to experiment in the future. This gives me an idea where or how I can improve.


Slash animation + run anim.(slash 2.0xScaled, run 1.5x). Its flawed but the best i can produce atm.




Edited by RebeaLeion - 12 October 2014 at 9:43am
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Quote StepDragon Replybullet Posted: 12 October 2014 at 8:07pm
Alright, a little tough love coming your way.

I think you're hurting yourself in a few ways. First, which is most apparent by your animations, this *ahem* isn't really pixel art.

*** Hear me out ***

looking at your sword swinging animation up close, you can notice that you have large pixels, and small pixels. This CAN be done to great effect, if that's what you're going for, but being early in your pixeling career, that's not where you should be focusing.

I suspect you may have just upscaled your first pixel, and edited from there. what happens when you go that route is half pixel animations which clash. You're also passing up the most important aspect of pixeling: per pixel attention.

The second issue you have is in your mindset. You said: "Its flawed but the best i can produce atm.". I disagree. I have seen WAY too many new pixelers come in and do amazing work because they asked for feedback, and went outside their comfort zone.

I know you can improve, and I look forward to seeing it.

my recommendation for your animations is this:

1. Choose a size, and stick to it. Don't try to scale and edit later.

2. Draw a stick figure, use a different color for each limb, and animate the stick to do the motion that you want completed.

3. after refining the motion of the stick figure to proper anatomy, draw your character on top of each frame (roughly)

4. Refine each frame and get them to flow together.

There are other ways of doing this, IMO this is the most simple way.
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Quote RebeaLeion Replybullet Posted: 13 October 2014 at 8:02am
Originally posted by StepDragon

You're also passing up the most
1. Choose a size, and stick to it. Don't try to scale and edit later.

2. Draw a stick figure, use a different color for each limb, and animate the stick to do the motion that you want completed.


Great ! You made me think about it, I am not happy with its current look.

0. What is per pixel attention ? Please help me with this !

1. True - I made small pixel and then 2x resized it and edited it to animation. It's because game is running at 800x600. But I think I will remake it to gam res. 400x300 and I won't have to resize created pixels. I think it will be faster too...

2. I will try to remake current char with a style u described.

EDIT : I remade it. Is it normal that I did it 6hours? Based on the previous graphic was already done... Please let me know what u think, I really tried to make it better:



Edited by RebeaLeion - 13 October 2014 at 5:41pm
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Quote SuperTurnip Replybullet Posted: 13 October 2014 at 10:10pm
Looks like you've got some great animation potential! Well done. You've really made a positive change in terms of keeping your pixels the same size. Per-pixel attention is a staple of pixel art, in that for everything you draw, you pay close attention and invest great care into every pixel of your work. It means, no messy scribble shading, every pixel can be considered and there will be a better solution than the rough draft. So, making a sprite bigger and drawing onto that to animate is not really following this philosophy. You weren't trying to make it pixel-perfect with what you had, which you've now done to great effect.

A note on speed: first you get good, then you get fast, then you get better. This is true for everything, ever! 6 hours is a great time for now, work for years and it'll take half an hour. There's a lot of trial-and-error doing something for the first time, which bumps up the time taken a large amount.

Things to consider now...

1. Watch out for banding. don't copy the shape of an outline with another colour just inside the outline. This makes really jagged shapes that just kill the piece. Look out for other examples in shading, even small clusters that line up can be awkward to look at if they aren't intentional.

2. Same note about dithering, this time for the legs during the run. Less is always better for small sprites! The dithering for the hair on the right side of the face is excellent though.

3. It can help to keep things simple to help pixeling. Don't over-design your character by having the bracelets, hilts, armour, etc all different. For instance, having the hair tie that holds the ponytail be the same material as the wrist/sleeve thing would help both feel more connected.

Apart from that, the animation itself is looking remarkably good. Keep it up.
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Quote StepDragon Replybullet Posted: 14 October 2014 at 7:37am
SuperTurnip said it great. and, you are taking C&C well, that's a great start. Pixel art, at its purest, means that every pixel of the piece has meaning, or at least was placed in a meaningful way. You don't end up with any jagged edges, or lopsided curves. The reason we suggest starting small and working up, is because it takes discipline, practice, and patience.

You've already made some improvements with your animations, but to me they look less like 'motion', and more like the idea of what motion 'should be'. If you stand up, and pretend to swing a sword, are your shoulders completely straight during the entire motion? Do you keep your legs completely still? What I was trying to say before, with the stick figure, wasn't to make you take any steps back in your work, but to re-assess it from another standpoint. Pixel art is a medium where you basically keep working refining the same thing for a very long time, but that doesn't stop you from doing other sketches on the side. If you do that practice, and like what you see, you may end up putting it into your final work.

I think what I'm trying to say is, don't be under the impression that I'm telling you to start over. Rather, I just want you to take a moment to consider other techniques.

Here is a great example by Adarias showing how having a backbone to build from can REALLY effect how your final piece is animated:
(Don't forget you can click to zoom in)


Even if you ignore the cape flapping around, you can clearly see every part of the body moving into the swing. Plus, once you have believable motion in the body, you can work on effects. In your case, the sheath and pony tail.


Here's one of the street fighter animations as another example. Look at each part of the body, and notice how they all are part of the motion. Know what you want to animate before you start, if you pixel first and animate second, (while, again, not impossible) you're only making it harder.
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Quote RebeaLeion Replybullet Posted: 14 October 2014 at 2:01pm
Thank you all for your tips ! Adarias's sample may help me a lot in the future.

I think this is final - I moved a leg a bit so its not static + I changed thing by ponytail.



When I look at those new sprites compared to the first, I would not be here without your help. Since I got some feedback I will try to create those new sprites based on it. I will post in the future, when I have more done.

Edited by RebeaLeion - 14 October 2014 at 2:24pm
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Quote StepDragon Replybullet Posted: 14 October 2014 at 2:40pm
Don't feel bad about posting small steps. If you ask us earlier in the process, we'll have more opportunity to help you. If you only post works when you're close to calling it finished, you're cutting out a lot of potential C&C.

You can only improve, and you're making progress. I look forward to your next work.
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Quote PixelSnader Replybullet Posted: 14 October 2014 at 7:31pm
For your first work, this is remarkably usable. I won't say it's great, but it's consistent in style (and errors), and it works decently well as a whole. It's not a game where the aesthetic is a selling point, but it's not a turnoff either like so many pixel games. I know it sounds like a backhanded compliment, but that in itself is a reasonably big deal, especially for a first.

That said, it's definitely got some issues. Most prominently it feels messy and more like temporary/sketched art than the finished work. Which, this being a WIP thread, might just be the case... but anyway.

Messiness.

Let's start with a very specific detail, your shoulder armor. It's very blobby in nature, and combined with the color choices it feels more like a dirt or rock block from Terraria than anything else. Regardless of it being metal or leather, it should be a more legible shape, and have a bit more specularity.

Taking that bit of info and looking at the rest of your mockup, the same kind of blobbiness appears everywhere from the trees to the grass to the underground dirt. Everything seems to be roughly the same 'material'; pixel clumps with some sprayed/scribbled pixel noise. But in a way that's a good thing because A you've got a specific focal point of things to learn and B you seem to not have ingrained a lot of different things to unlearn (as any artist knows, unlearning is -much- harder than learning). Your biggest issues are having simple enough shapes that read well and have just enough detail, and a lack of understanding how different materials react with light.

That's it. Form and material. Of course your animation could be better, you could have better ramps, save more colors, and so on, but just focusing on form and material will make a -huge- overall difference.

Here's an edit of your main character using the same base colors and style (proportions, selout), but with completely redone shading/materials. I tried to keep it mostly the same character but obviously I've changed design details. And a bit of tweaking of the pose and anatomy because I couldn't figure out some of it. Oh and that blue hair tie =P


The first stages (0-2) are a combination of two processes, first of all reducing your sprite to flat colors, and secondly a sketching technique I like to call 'blobbing' which is a way to quickly get some basic lighting down.
In stages 3-5 you see me adding and tweaking detail. (note that these stages aren't done at regular time intervals, so the 4-5 difference is rather small)
6 and 7 are adding detail and finishing touches.

I hope these things come across good enough:
•medi-eval/native-american leather pants. Sorta like -5146-p.jpg">these.
•smoothish hair with bangs and some strands, relatively clean.
•leather wrapped sheath
•used metal breastplate
•furry tufty pauldrons

One issue with your sprite is overuse of outlines. One might argue mine uses a bit too little, but I'd remedy that with higher contrast colors instead. Because everywhere you add an outline, you're using a pixel, adding noise and generally making something feel flatter. So try to keep outlines only on the outside of the sprite where possible. When you do feel you need a bigger separation somewhere, make the 'outline' work multiple jobs.
If you look at my outline between pants and breastplate, you'll notice it's brown: this makes it look like a dropshadow from the armor. A similar method is used on the forehead, though with a wider shadow. Along the same lines I used a drop shadow on the arm in combination with self-shadow on the fur to create a separation between skin/fur, to create a round shape for the shoulder, and to create a jagged outline for the tufts. (the shoulders took me a fair bit of times and several complete reworks because of this complexity)

With less outlines, we have more pixels to use for the form of things. Take a look at the legs and arms; those are pretty much cylinders. (again, the outlines add shading instead of being merely outlines) The breastplate is spherical, just like the main shape of the hair and face. The shoulder is made up of three waterdrop shapes, partially hidden behind the hair. The sheath is very slightly curved, but could be essentially considered flat. The reason why part of the sheath is darker is simply because the body is casting a shadow on it.

I hope this all makes sense, since the sprite is so small that all of these things kind of blend together and it can be hard to discern shape versus shadow versus detail versus line. =P

But in the end, that is what makes it work. If you compare the sheath wrappings, you'll see that the ones in v5 are much sharper, which would make them read better, right? Well, no, because the sprite is tiny and thus the line is very obviously broken and jagged. But by using some anti-aliasing, by blending in the colors with the sheath and the shadow, we can fudge things a bit and make it look somewhat like one smooth line.

As for what per-pixel attention is... it's simply paying attention to the effect of every pixel. Like I mentioned before, one pixel can have several roles at once; line shading and detail. Or just having that extra bit of detail and having it work nicely. Try removing those single dark pixels in the shoes. Suddenly the shoes are bland boxes. The smaller each sprite is, the more each individual pixel matters.

As for animation, I agree with previous posters. Here is a mini tutorial I made way back:



P.S. You may completely disagree with the face on V7. I like to cram as much 'realistic' detail in as possible, but I imagine plenty of people find it not fitting with the proportions, or simply find it less legible than a simple 2x2 eye.

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RebeaLeion
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Quote RebeaLeion Replybullet Posted: 14 October 2014 at 10:45pm
Originally posted by PixelSnader






Thank you for your hard work! This is definietly something for me to use (the technique). You're right about outlines, I will try to reduce their "darkness" inside of the sprites. I am glad that I did register to this forum, really great help from all of you.
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Quote RebeaLeion Replybullet Posted: 19 October 2014 at 2:36pm
I tried Ice, its more difficult than I thought it would be ... I didnt know how to place lights (?) so I tried over and over till I got this: (3hrs work).



Edited by RebeaLeion - 19 October 2014 at 2:44pm
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Quote SuperTurnip Replybullet Posted: 20 October 2014 at 9:03pm
The ice is messy, for sure. And boy... I can identify with it being almost impossible to light transparent things, especially as multi-purpose sprites. I did an edit to clear things up and perhaps shed some light on one way of drawing really complex things. It's not perfect, but here it is:


I took the silhouette of your piece, then decided where the light was. I then chose some big flat shapes to light in the second step. Third step, I highlighted some of those shapes, and added a few that weren't shown by the silhouette. Note that there's no outline so far! Then, I added some light that has traveled through the entire icicle to the opposite side from the light source. This involved a few more new spikes that weren't there before. Finally, I added one colour and outlined the piece. This shadow colour fills in half of the outline, and then the inside of the ice in a dark shadow. This is so that we don't have to draw what's behind the ice, and so we have a nice contrast between dark and lights. Your piece had an (unintentional, I think) whopping 141 colours. Even if you only meant to use sixteen, you can use even less--four or five!

I hope that this helped! Good luck with this piece, it's really difficult and good work trying it out--it is impossible to get first try!

Keep pixeling!

EDIT: Also, I forgot to mention: your choice of background colour was excellent, it really helps to work with medium-toned backgrounds, and the colour kind of helped with the blues of the ice, I think. Small things like that can really help.

Edited by SuperTurnip - 20 October 2014 at 9:08pm
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Quote RebeaLeion Replybullet Posted: 21 October 2014 at 1:46pm
Wow, that helped me greatly. But now I feel it's not my sprite. It's yours from 80% - that guide did the trick. The original sprite you created is on 5th frame now (I included it in the motion - and I hope you don't mind, so I ask if I can use it for a freeware game). I draw 1-4 frames of gif excatly by your guide. Here it is, took me like 2 hrs.



This is going to be an ice spell

Edited by RebeaLeion - 21 October 2014 at 2:23pm
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Quote SuperTurnip Replybullet Posted: 21 October 2014 at 5:26pm
Well, I don't mind you using art I drew specifically for you. :) However, I agree that it's less of your sprite now, and that's never a good thing! I think even if you did a great job replicating something following (anyone's) process, you are better off only using it as a very loose guide. Now that you've made this animation, try making another final spike of ice and draw new frames leading up to it like you did with my drawing. Also, I notice you did what looks like a little click-and-drag re-sizing for the different frames. Draw each frame uniquely to really build something that looks fluid and real!
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Quote RebeaLeion Replybullet Posted: 22 October 2014 at 12:29am
There is no resizing in this animation (maybe? I am not sure) I drew frame by frame when I did this second attempt, based on orig. shapes (I will try to avoid drag n drop in the future tho! If I did it before, I won't) - I will try to make some ice blocks now for practice.

SuperTurnip

Edited by RebeaLeion - 25 October 2014 at 7:44am
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Quote RebeaLeion Replybullet Posted: 23 October 2014 at 3:56pm
From Ice to Rock Pillar. I tried to add some cracks and shape.

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Quote RebeaLeion Replybullet Posted: 25 October 2014 at 7:43am
VID removed, but old progress screen archived :

EDIT : BIG TREE Was orignally turned to right, so it was lit from right. now its lit from left here.
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Quote SuperTurnip Replybullet Posted: 25 October 2014 at 2:22pm
This works fairly well. Having music like you had in your video in the actual game would really help the aesthetic along. Once again, your strongest skill is colouring. Lighting is tricky with multi-purpose assets, but there are a lot of cases where you really need to rework it. In the above image:
-The clouds are lit from above.
-The hills are lit from the right, with a fill light on the left side (realistic).
-The large tree is lit from the right, no fill light.
-The bushes are lit from behind, the large bushes/trees are lit from above.
-The small tree is lit from the left.
-The Rock pillars are lit from the left.
-The ground is lit from above.

There's bound to be some lighting inconsistencies in any 2D platformer that isn't entirely hand-painted. But some of these are a little crazy!

All in all, it looks nice. It's not incredibly well-pixeled, but you're still learning the ropes with technique so that's okay. Your colour skills also help keep the assets together. My advice would be to keep drawing, and continue to update your main character sprite as you go along. You're constantly improving, but that means that old assets will start to look bad next to new ones. It's good to have a character you're entirely happy with before you start animating--that way you won't have to make as many changes. Your main character sprite is arguably the asset that players will see the most of, so the amount you carefully work on it changes the aesthetic experience a lot.
Follow PixelSnader's advice on this matter, their edit was really good and it'd be good to see what you learned from it.
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Quote RebeaLeion Replybullet Posted: 25 October 2014 at 3:38pm
I didn't think about light before. I will try to keep it up to one side+up light. Thanks for tip! I changed direction of assests. What do you mean by lit from right - no fill light (sry for my Eng)? Fill light is something special ?

I am changing assets every month. It's 5 th edit of my game/assests... I d like to move forward already. I am changing same things over and over and replacing things that were already done before, it is really holding me back from coding (on the other one, game at its early phase was far away from being fair). Now I got to phase, where it looks fine for decent freeware game. I will try to improve over time as I am working on the project.


Edited by RebeaLeion - 26 October 2014 at 3:07am
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Quote RebeaLeion Replybullet Posted: 26 October 2014 at 10:46am
I tried the guide I saw above in posts, but I think I am not doing it right... or I am missing something



Edited by RebeaLeion - 26 October 2014 at 2:02pm
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Quote Finlal Replybullet Posted: 27 October 2014 at 7:14am
You're making great progress, this statue looks pretty good.
Just a few tips:
1) Edge of a pedestal doesn't look flat because you have lights above it and shadows below.
In doing flat things start with solid color, then add some cracks and flecks so it won't look boring.
2) You have too many colors which makes picture kinda messy. Some of them are mostly identical. I cleaned it up a bit.

Also you might add some flick on right wing so it contrast with body and be more visible.
P.S. Is that hair?


Edited by Finlal - 27 October 2014 at 7:22am
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Quote RebeaLeion Replybullet Posted: 27 October 2014 at 10:33am
ok, thanks. Yes it's hair

Edited by RebeaLeion - 27 October 2014 at 10:34am
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Quote RebeaLeion Replybullet Posted: 27 October 2014 at 12:53pm
I tried some portrait, but it... took me over 4 hours and I got nowhere near to state where it looks good or at least fair. I am starting to think that I have no that right feeling to be an pixelartist (I can't draw irl with pen or pencil). In 4-5 hours I wasnt able to make a portrait that looks somehow decent and it is not looking even close to pixelart :( what I am doing wrong. Might it be have no creative/graphic talent. I spent so many hours on these...

Edit : its not that I want to give up on pixel art, not even a close ! but something is not feeling right.


Edited by RebeaLeion - 27 October 2014 at 1:09pm
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Quote Finlal Replybullet Posted: 27 October 2014 at 1:06pm
For the first try it's actually really good.
You do have this creative talent. As SuperTurnip said before, you have good color feeling, which is already a sign of creativity.
Yeah, those portraits might not look like those of the skilled pixel artist, but it's because you're a novice.
Everything comes with practice, mate.
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Quote Limes Replybullet Posted: 28 October 2014 at 8:03am
Her hair looks more like liquid in these potrayals.

I Think using more hue shift in the skin colors would be nice and getting proportions right you'll have ace portrait right there.
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Quote RebeaLeion Replybullet Posted: 31 October 2014 at 11:58pm


I tried to draw a tent under the tree... But the tent looks terrible compared to all other stuff I draw... What I am doing wrong ? Could it be that mix of colour is bad for the tent or it just need more textures and this simple shading (thats what i ma trying to do) is just bad.

Edited by RebeaLeion - 01 November 2014 at 12:00am
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Quote Finlal Replybullet Posted: 01 November 2014 at 5:57am
You might wanna use some reference files. Just search google images for tents.
Also, could you post this image in 1x scale?
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Quote RebeaLeion Replybullet Posted: 01 November 2014 at 9:43am
I tried to change it a bit, I couldnt find complete tent sprite on google in pixeart which would help me to some degree... so this is from a head. Both 1x + 2x

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Quote SuperTurnip Replybullet Posted: 01 November 2014 at 11:06am
References don't have to be pixel art :)

Try out search terms like "norse tent", "teepee", "old tent" etc. The images you find will be helpful because the things that are most important right now are universal things like form that you can learn from studying any image! There are a lot of pixel-only things that are a bit off in your work, notably banding and messiness, but those are only really important after the tent has been roughed out again in a more solid, comprehensible shape and construction.

That being said, the spikes and skull are drawn with a lot of confidence, and they look very solid and well-done. They work in part because they're simple. Remember that you don't need to draw every fold in the fabric or leaf on the tree!
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Quote RebeaLeion Replybullet Posted: 01 November 2014 at 11:17am
Alright so I found out stuff about banding, I will look upon tutorial how to do this banding right + Messiness ? What do you mean by messines, is that a lot of colors used or - I draw too many things over and over instead of trying to keep it clean. I will rework the tent this evening.

EDIT : Nvm I looked at some banding tutorial, I think I have an idea !

Edited by RebeaLeion - 01 November 2014 at 12:19pm
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Quote RebeaLeion Replybullet Posted: 01 November 2014 at 2:57pm
Thanks for banding tip. it took 4 hours + :/


Edited by RebeaLeion - 01 November 2014 at 3:17pm
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Quote Finlal Replybullet Posted: 01 November 2014 at 3:40pm
Spikes and scull are really great.
As for a tent - you have too many colors on it, looks a little like a ripped picture and kinda messy. Try to start with very little amount of colors. Also you can use colder colors for shadow and warmer colors for light.
About ten't form - those parts of cloth thad don't hold up with collumns are falling down.
Here's a quick edit.


Edited by Finlal - 01 November 2014 at 4:07pm
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Quote RebeaLeion Replybullet Posted: 01 November 2014 at 4:24pm
Thanks, still I am having problems to setup right colours ! Now I ll look like noob but because I am when it comes to colors. I didnt want to have messy colours on the tent so I moved bar manually to get similiar colours for banding (I didnt premade pallete, etc.). Thats why it has many different colors.

I am using graphics gale and when I draw tent alone I slided only on one bar :

EDIT: HUE bar is obvious, but the others for shadow and lights confuse me. When I try to make colors it takes me a lot of time before I make those colors which match (light /shadow). I d like to understand those bars/slide bars so I can mix lights and shadows faster. Difference between HSL / HSV (?). Also that upper bar for 0 > 255 (light > black), does not affect colour at all, it isn't working -_-



Edited by RebeaLeion - 01 November 2014 at 4:35pm
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Quote SuperTurnip Replybullet Posted: 01 November 2014 at 5:16pm
You don't need to add so many colours! Two is enough to draw anything, and four is good enough to render most things fairly well. You should be using colours you already have for AA and making things smooth. Graphicsgale (you're using Graphicsgale, right?) has a handy feature: if you hold your mouse pointer over a pixel and right click, the brush picks up the colour like an eyedropper tool. This means that once you've added a few colours, you won't need to mess around with the palette box any more, and you won't create colours when you don't need too.

So, you need to go on a little research mission on colour. Wikipedia has some things to show you, just ignore the math if it suits you, as the pictures show what's going on. Basically, colour is light, and the different attributes of that light can be represented as a point in 3D space. That's why there are always at least three values for a colour: it's coordinates inside a 3D solid with different axis representing different attributes of the light! RGB can be represented as cylinders with the axis being Hue, Saturation, and either Lightness or Value.

So, HSL and HSV work to present two different ways of wrapping your noggin around colour! Both share the first two attributes.

The net result of all of this nonsense is that you have three ways to navigate colour available to you. You could use plain RGB, and move the sliders to bring more red into a highlight, and more blue into a shadow. You could use HSL or HSV to control the hue and saturation, with different meanings for the vertical axis of the colour cylinder. What matters is that you consider what you're doing as you change a colour. Don't just start with a light colour, bring down the lightness/value 20 points, 40 points, and 60 points and say you're done.
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Quote RebeaLeion Replybullet Posted: 01 November 2014 at 5:43pm
Thanks guys! I will try to revamp a tent + I will try to use warm / cooler colors more - instead of light /dark bar only with same hue.
This is my first sprite where I used warmer colors for lights, colder for shadows. (less than min sprite, so it's not for show, but I see its possible to make shadows and lights this way as Finlal said - I was chasing colors randomly over whole pallete. This may help me a lot in faster color picking !


note*really quickedit warmer/cooler colors
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Quote Finlal Replybullet Posted: 01 November 2014 at 5:57pm
There's a problem here with shading on sphere.
It's hard to explain on words so I'll just post an image BlackDragon posted in Resoures and Support.


Also you might find many interesting things in this topic.

Edited by Finlal - 02 November 2014 at 1:50am
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Quote PixelSnader Replybullet Posted: 01 November 2014 at 6:55pm
Like mentioned before, use reference. But also, think about use cases. Then think about logical ways how to facilitate those.

In this case one of the first things to ask yourself is this: should the house move? And if so, how often. You say you used a tent as reference, but in the first image you've got a a sign on what looks to be a pretty permanent structure. Here's some more rambling in both cases:

If the goblins are a warlike moving people, I'd expect the text sign to be on one maybe two poles, driven into the ground. Or even simpler, just totems or skullpoles.
Then, the tent is modern yet clunky. The reason a modern tent works like this is because of the strong bending and tensile strength of the poles. I doubt goblins have figured out fiberglass, and you're showing thick poles sticking out, so I reckon using a dome-tent isn't right. There do exist round designs, and goblins could use smaller more flexible twigs than humans could, but it doesn't feel quite right.

Lets look at a few alternatives with pros and cons:


You could go for a teepee, though that might feel cliched and feel too civilized. It's easy to construct though, and very portable. So it would work for an roving fight group. Many campers consider it to be the best kind of movable home; it's simple to make, can be done with all kinds of materials, and can be easily adapted for situations.


Single pole tent. Looks like a teepee, but isn't. One big pole with a cloth over it. Downsides? Pole needs to be much larger/heavier, which needs to be dug in for stability, or needs to use lots of guylines. Easier to think up, but slightly less practical.


Bedouin tent. Same basic concept as the single-pole tent, just with a few more poles to make it more wide and less high. Sometimes this is used as just a roof, and then they optionally wrap a big band around it like this. Biggest downside of this, just like the single-pole tent, is that you need a good way to make the poles stable, which generally means digging them into the soil. Digging in to soft desert sand is easy. Digging in to forest mud, less so. I do think that the visual of this works well for goblins though.


You could also go for a more survivalist style tent such as the lean-to. Stick two poles in the ground with a crossbar on top, and then add a roof of leaves or fabric or whatever. Also very simple, but not quite as portable I think. But it could work quite well, visually, to have one of the supporting poles be a tree branch, to show a bit of a nature connection from the creatures.


Contubernium tent. Roman tent for a squad of 8 warriors. Somewhat modern style with poles and guylines. Good ratio of surface used to usable space for people. (i.e. not a lot of small corners where you can't put anything) Good portability. Looks very neat and organized, which IMO doesn't fit with goblins.

That's about it for portable oldschool tents. Now about some slightly more fixed housing.


Yurts, used by middle-asian nomads. Not meant to move every day/week; you let your animals graze until there's no food left and then you move on. Based on a lattice/trellis structure which is quite ingenous because it's very sturdy, light, and doesn't require large/thick poles. Doesn't require you to dig into the ground at all, very handy for cold climates! The roof is sort of like a flat teepee. Using a different kind of material for the walls and the roof, in combination with the ropes holding down the roof, makes for a nice somewhat messy look.


Wigwams, another native american design. Less portable than the teepee, and somewhat similar to the yurt in appearance. Instead of a re-usable trellis and roof construction, you make a complete frame from saplings. Decently suited for somewhat cold and rainy places because of the sturdier walls. Although I suppose you could use just cloth covering.


Mobile homes. While technically movable, most of these stay in one place for the entire usage duration. The unruly, tribal and territorial nature of their inhabitants can be seen as analogous to goblins. However the materials and construction used are too modern for a fantasy game.

Or would they be completely settled? Then have a look at these.


Mud huts. You make a latticework of twigs, throw on mud and let it dry. Then you add a thatched roof. Simple, sturdy, but you need a place that has good mud. You can also make something a bit more elegant, with mud bricks, like this or this. I particularly like the visual of the second, though I'm not sure having the wooden beams protrude is a great idea because of pole rot. Then again, the millennium-old taos pueblo has them, so I suppose it's okay for a dry climate.

In regards to fantasy, I think you can play around a bit with thematic elements. For example in Warcraft 2, the Orc sawmill</a> was made from a hollowed out tree trunk. IMO it didn't work well in that game because the proportions were out of whack with the game's trees, but you have pretty big thick trees and goblins are fairly small creatures.
Tusks and/or bones could be used as somewhat decorative structural elements, but they'd be heavier than a wooden piece to carry the same load. So I'd limit them to 'premium' buildings like the chieftain house.

And like I mentioned with the sign, I'd expect them to use simple-to-move decorations. Stuff like skullpoles (I'd make them less thick than you have), or strings of skulls/bones, or war banners. Perhaps spikes in the earth like the romans did. They had 3 main methods, to inflict different amounts of damage and slow-down.

Also, think of storage. If you keep your food in your tent, you might find a bear or wolf there. So often times, people hung bags or chests of food in a tree. They'd sometimes even build something like a treehouse platform.

Random image reference stuff time!




Edited by PixelSnader - 01 November 2014 at 7:12pm

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Quote Finlal Replybullet Posted: 02 November 2014 at 11:17am
You made hell of a progress in sprites, but there are still some mistakes.
Sprite lacks pupil on his left eye.
Maybe legs are too short.
Also for design you might add a pin so he would be more recognisable.
And maybe try darker outline so your character would contrast background.
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Quote RebeaLeion Replybullet Posted: 02 November 2014 at 2:24pm
tHANKS fIN, you managed to reply to post which was up for two mins, I decided that I will mention it when I have more. So here it is:

Outlines were really necessary, because game is high-hue/contrast. I m not sure about hair, but I tried to keep it pixel-clean PixelSnader's guide.


QUICK EDIT ON THE HAIR







EDIT : I added ruff near neck + changed upper body + shoulder a bit, thanks Finl! But no tail, its sword sheet. Hm, idle anim... I will try to change legs but when I move pixels on legs a bit, it got messy... so I kept them idle for now. I might also change ponytail hair as in image below


Edited by RebeaLeion - 02 November 2014 at 4:52pm
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Quote SuperTurnip Replybullet Posted: 02 November 2014 at 3:15pm
Oh, the character is so improved! Really, wow wow wow! The long hair is also really good, I think better than the ponytail. If you have to keep the 'tail, bring it higher on the head and follow the curve of the loose hair. Really great improvement. I have to say, the scabbard could be less jarring if you AAd the white bits. Other than that, I'm impressed. Keep it up!
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Quote Finlal Replybullet Posted: 02 November 2014 at 3:54pm
As I said you made great progress but there are still mistakes and things to be corrected.


Ok. I made many things here, not sure I can explain everything.
First of all, outline. When you use dark outline it's doesn't really matters if they are same or different colors. And it would be much easier to animate if outline is one solid color.
And you can use it inside the sprite.
Second - hair. I made a little picture showing how hair grows now and how they might grow.
Also added that little pointing flock which, I think, makes character more recognizable.
Anatomy (or something like that). Shoulder is very big (half of the torso) and legs are short as I mentioned before.
Also I used up to 3 colors per objec (3 on hair, 2 on belt etc). You had too many colors on face and shirt and it looked a bit messy.
About that tail thing - i didn't understand what it is so i just made it like dog tail or something.
Another funny thing - face construction.
By changing a few pixels on the face you changing character's face structure. Add dark pixel on the left - face looks thinner, add dark pixels between eyes - they looks deeper etc. Try to experiment with this.

UPD. I think I turned your sprite into a woman. I should get some sleep.

UPD 2. DO NOT do such idle animation. It's lazy.

Edited by Finlal - 02 November 2014 at 4:01pm
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Quote RebeaLeion Replybullet Posted: 05 November 2014 at 9:06am
thanks again for all great tips ! It really helped me a lot. I am animating sprites of chara but for a break I decided to make a sprite with 4 colors only. When I am finished with animations I will post them.



Edited by RebeaLeion - 05 November 2014 at 9:38am
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Quote Limes Replybullet Posted: 05 November 2014 at 10:04am
Nice design Try a tablet on the headstone.
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