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I totally understand what you are talking about. It makes perfect sense!
Thing is though that I wanted a 90's adventure game vibe (e.g. Gabriel Knight, Veil of Darkness) where the dialogue portraits had a huge amount of detail in them and their palette was near but not exactly the same as in the rest of the game. If I had used the same palette or detail, it would fit composition-wise but it would break the illusion of an actual classic adventure game. Well, at least that's what I was trying to do XD
P.S. It's a great compliment for me you like it! Did I mention you are the best? <3
Personally I think theres a strange gap between the color depth of the entire scene and the portrait. Having the portrait at the same color level as the rest of the scene would make thing flow a bit better. It seems admin is pleased with your current fixes though and is going to approve it anyway! It is a very well rounded piece!
My advice for future work is to try and work using a single limited palette for the entire set. For instance, in this set I would have sampled all of the colors in the scene in order to draw the portrait. Once again, less is more in pixel art. If something has a level of detail of say the NES then there really shouldnt be an object in it with a level of detail that matches the PlayStation. If any of that makes sense.
@IllusionOfMana: Hello again! :)
I used the index process of photoshop to limit my palette to 256 colors and then used the flat colors of the face as a basis to redraw it (and there was a lot of redrawing :D). This is made of pixels and the palette is limited. Before I delete and resubmit this piece, can you please explain to me what else is needed to fix the portrait (e.g. why further reduce the colors)? I honestly thank you for taking the time to help a new guy and offer advice and don't want to cause any discomfort.
P.S. You are the best! :D
So you've made fixes for sure, you may want to further reduce the colors used for that portrait otherwise its good for the gallery. I suggest deleting this submission and resubmitting it to the gallery so it can go through a new voting process with your fixes applied.
of course! Keep it up, the key is less is more with pixel art. A lot of detail comes from how you use your limited colors and resolution. Good luck, hope to see more from you in the future!
@Gecimen: When I started this piece, there was a ton of experimenting to find the right pallette. So there might be some leftover noise. Either way I'm on it .
@ IllusionOfMana: Thank you for your kind words. Sorry for being dense regarding those changes. While I've been doing illustration for years, pixel art is new to me. I'll do my best to address those issues
3455 colors mean there might be some non-pixel art elements, can you please check it out?
This looks amazing... but you have multiple instances of transparency and bluring (mainly with the portrait and the transparent text box backdrop). Art featuring these are not allowed in the gallery unfortunately... If you want your piece to be considered for the gallery please remove these issues. Thanks
I got the theme for sure! It does give off this DOS RPG or Point and Click Adventure like vibe thats nostalgic. You just need to be careful about it. Of course there are lots of video modes you can pick or even custom ones you can develop for yourself. For instance Im working on a palette called TEA256, a 256 color 8 colors per 16x16 tile limited graphics mode for my art. I'm constantly revising the color list in order to try and get the best spectrum of colors for the visuals I like to produce. I use this often to get an Idea of what I want to see and use and it even helps me with commissions that require me to make art that emulates an old video mode standard or game console. Wiki/Digital Color palettes . Take a look at the VGA standard, it may be useful to your work (not SVGA).