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Knightsundere @ 11/20/2023 03:56 commented on Moonlight

the AA on the outer ripples and leaves combined with the lack of AA on the splash gives an almost bokeh effect... really cool



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Knightsundere @ 5/23/2023 04:19 commented on La Fronda

I agree that it gets a little algorithmic near the bottom but it's very obvious imo it's not a photo reduction or an AI piece at whole, the layering of detail on the hip and the precision of the lighting on the lining of the rightmost knee are indicative of control over the piece and the technique that I think is very exciting.

@Bugbear I don't think you need to use the convolution matrix to get the texture you want, you're clearly skilled enough (apparent via the lovely foliage detailing on the hips and elbows) to get the effect without using the tool. I personally use gradients a lot so up to you whether you're aiming more for thorough artistic merit or ease-of-process but either way I'm a big fan.



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Knightsundere @ 1/28/2023 03:38 commented on Drop kick

S-tier animating, awesome work man.



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Knightsundere @ 1/9/2023 17:01 commented on Wreckage

is this all stuff for uh, Another Space Opera? i think was the name? reminds me of the style they were running with for that game

edit: oop, yes, lol. Cheers! I was almost on that project but it didn't work out sadly



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Knightsundere @ 1/9/2023 16:57 commented on Rooms

god damn



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Knightsundere @ 1/6/2023 02:09 commented on Rocky Vista

ty



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Knightsunder @ 1/5/2023 14:03 commented on Baron of Shell Commission

my bad, lol I saved these all in twitter upload resolutions, argh



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Knightsundere @ 1/12/2020 05:36 commented on area connection

Sick man, love the colors. CVesque sprite is great too.



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Knightsundere @ 11/6/2019 13:48 commented on Teutonic Knight Portrait

I think the abundant dithering is hurting the piece more than helping. The helmet underneath the dithering is very well done. Perhaps try using the dither moreso as a texturing method rather than shading? 



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Knightsundere @ 8/31/2019 16:36 commented on Lantern Knight Animation

MAN that is dope
God damn



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Knightsundere @ 6/26/2019 10:48 commented on Shaw

I ceded to using some AA in this piece instead of dithering, which is what I typically prefer to do, or no AA at all. Definitely agree it's the worst part. The background AA failures are because I was trying to get some kind of effect going (can't remember what now) and was simply too tired of working on the piece to put much effort in. 
Thanks a bunch for the rest, though <3
 



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Knightsundere @ 4/30/2019 18:06 commented on Skullwave

Nah, it was just applying the effect and then tweaking the colors until they looked right, e.g. hint of eyeburn.



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Knightsundere @ 4/30/2019 16:58 commented on Skullwave

Well... red and blue? There was nothing formulaic about it.



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Knightsundere @ 4/30/2019 15:38 commented on Skullwave

I think I may have gone too far with the doubling up on the aberration, hm. Thanks though <3



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Knightsundere @ 4/29/2019 11:40 commented on FIREBALL

Your best work, imo



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Knightsundere @ 4/10/2019 23:38 commented on abomination

this is g00d



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Knightsundere @ 3/24/2019 02:27 commented on Interesting

interesting



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Knightsundere @ 3/13/2019 15:52 commented on Zanzibar

Yeah the left arm was definitely a little bit of a fuss, I think if I had carried the darker contrast from the wrist through the hand it would've worked better. Thanks! 



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Knightsundere @ 3/12/2019 17:45 commented on His exellency Mr. Owl

Color choice is quite fitting for the atmosphere, nice work 



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Knightsundere @ 3/7/2019 18:19 commented on Nightly Walk

perspective shift on the streetlights is a nice touch



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Knightsundere @ 3/5/2019 19:38 commented on Knife

I believe that this is a sword hilt, aka Knife, and it is plunged into the landscape. 



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Knightsundere @ 2/17/2019 04:44 commented on Height

Looks cool. Detail work isn't too bad and the composition is cool. You've got some problems with distance perspective, though - things tend to get lighter as they get farther away, not darker, with some exceptions. Additionally, objects far away will lose detail, which is in saturation, contrast, and complexity. Additionally, there's some slight readability issues about the forest in the background, but this is because it's typical for landscape pieces to have parts of the sky showing - you've mostly obscured it with clouds. 

This obscuring can be accounted for by showing that the sky extends up and out off-canvas, but the way that you've placed the broken, floating building pieces is in a straight line going down, perspective-wise, which confuses the mind (as the brain wants to think that the pieces are all on the same level above the ground, which clashes with the perspective of the horizon). Things to think about. 



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Knightsundere @ 1/18/2019 08:12 commented on Pyrosamurai

I originally made a brush pen doodle and then based the sketch for this piece off of that doodle, so when I drew it in program it ended up being much rougher and contrasting than is really... easily applicable to pixel art. So I had to kinda figure out a style to go with the outlines I had made (as the piece didn't work well with standard gradient shading). Thanks!



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Knightsundere @ 1/15/2019 02:54 commented on Blimey

Yeah, that's about the same as the other critique I've received. I think it's slightly covered up by the limp being "due to the heavy sack on his back", but in any other instance it wouldn't work out. I'm pretty happy with everything above waistline, though, even with the bag moving a little erratically. Thanks for the tips! 



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Knightsundere @ 1/2/2019 07:34 commented on Sheepdog

Thanks ^-^