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dhaimadoshi
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Quote dhaimadoshi Replybullet Topic: Jacked up and good to go ! Marine sprite
    Posted: 24 September 2019 at 1:50am




Hey guys, this time I tried my hands on a good little marine from the terran confederation.

Think Ive done it right, but still I feel like it could use a little more love.

So please let me know if you can see something odd.

Again thanks for taking the time to look at my work !

See ya
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Quote dhaimadoshi Replybullet Posted: 24 September 2019 at 6:33am
Ok, after some time off, I noticed something wrong with the proportions.


Got around and cleaned that up.


Here's the revision.



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Quote dhaimadoshi Replybullet Posted: 25 September 2019 at 4:05am
hey there.



I made another version of that marine. I wanted to have a more simplified version, more cartoonish. I guess it is still pretty much the same amount of detail besides a few proportions changes ...


Which one do you prefer ???




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Quote dhaimadoshi Replybullet Posted: 25 September 2019 at 5:24am
alright, I struggled quiet a bit with this one little marine, but this time I think I can lay it to rest.





Hope you like it
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Quote dhaimadoshi Replybullet Posted: 25 September 2019 at 6:06am



Ok Ive started working on a infected version of my marine. Thought Id share the result !

Enjoy
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Quote Paco1 Replybullet Posted: 25 September 2019 at 8:49pm
Those look amazing! I prefer the first ones with the more visible highlights. The one with the secondary red lighting is out of this world, and the visors are very good +1
What if you use a similar red to shade some parts of the infected one? I imagine it would pop a little bit more.
Anyway, looks great, wish I could make 'em like that.
Would you mind sharing a little bit about your process leading up to the first picture you posted?
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Quote dhaimadoshi Replybullet Posted: 26 September 2019 at 12:36am
Thanks for the praise. Indeed I thought the second one lack highlight, but I wanted to try and keep it more simple shading.


Actually, I guess my process is not exactly set in stone, sometimes I start by drawing outline, sometimes shapes.

About pixel art in particular I think you would find all the information you need here https://gumroad.com/l/pixel-logic

and for more practicle example, this guys video are pretty amazing https://www.youtube.com/channel/UC3DZ93Nbou0F4P85Xnq4Ogw


Another important point is to get a bunch of references, and dont be shy copying, I mean not mindlessly, but look at it, try to understand how they make it pop, where the highlight, high saturation color ect are, and try to reproduce. For example, take a pixel art you really like, then a concept picture from something you want to draw, and try to copy the pixel art style while drawing what you wanna draw, thats a good place to start I think. (Thats basically what Im doing right now)


But anyway, even if pixel art is low resolution, it all boils down to traditional understanding of what makes up a drawing. How perspective works, how light works, to be able to understand a shape in 3D.
Then design technique about how to make shape interesting to look at ect...

Im no pro by any means, but I recommand studying that. The best book to study for that would be the amazing, How to Draw from Scot Robertson, and How to Render from the same author. He explains everything there is to know to understand how to represents shape on paper. After that its up to you where you want to push it.

And if youre curious to see what level my regular art is : https://www.artstation.com/dhaimadoshi

Im fairly new at pixel art, but I ve been drawing for quiet a while. I think there is no substitution for experience.

That being said the most important thing is to find the fun in what you do. That way you keep at it and get better !

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Quote Paco1 Replybullet Posted: 26 September 2019 at 7:36pm
Hey, thanks for your insights and the links. I actually bought the book after I recently read your Zergling thread ;)
What is your pixel art for, do you make them for a game, or as "traditional" artwork?
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Quote dhaimadoshi Replybullet Posted: 26 September 2019 at 8:23pm
I didnt mention in my previous message, but I think its really important to stress out, so, Ill just say it here.


The most important thing, before the shading or any cool effect to add, is the silhouette and the shapes.

Im working now on a walk cycle, I already spend 2-3 hours on it, but it is still very very rough as you can see, there is barely any shading at all, but you can start to make out the movement and pose of the character.



As for my goal, I want to create my own games, I am originally a computer scientist. Right now, Im brushing up my skills with pixel art to see what I can realistically do and how long it takes me to make a piece so that I can set up a realistic goal for my game.

Still very early though, no solid plan yet.
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Quote Greycloak Replybullet Posted: 28 September 2019 at 12:22pm
First I have to say, very good work on your Starcraft set of pixel art. I think the zergling in particular is very high grade work.

For the marine's animation, I would suggest de-exaggerating the arm movement. Right now it seems he's spending way too much energy swinging his arms, and I would also recommend trying to get the arms to be moving about the same amount (as the background arm is currently moving in a far wider range than the foreground arm).

The walking itself seems fairly accurate and could just use some smoothing out. Normally I might suggest adding some weightiness to the movement, but I believe the marine's armor does power its own movement so it likely would not be very clunky despite its weight.
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Quote dhaimadoshi Replybullet Posted: 29 September 2019 at 3:19am
Thanks for the comment ! I took it into account while I was refining the animation overall. I think it was a good call ;)


It took me a lot of time and I rushed a bit the shading, so it might not be perfect, I might work on it another time to really tightening it together.

Let me know what you think :)



Hope you like it ! cheers
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Quote dhaimadoshi Replybullet Posted: 30 September 2019 at 7:21am
I know it doesnt work so well, but I was trying making some environment, then I thought, why not trying to mash characters onto it.


I havent even try to modify the character to make them go together, and the environment is ultra rough too, but hey, I thought it might be interesting to share anyway :)

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Quote Greycloak Replybullet Posted: 30 September 2019 at 9:35am
For the animation, I think the shape of the torso and the shoulders are slightly off. The torso seems to be a bit too bulky and protrudes too much, and the shoulders seem too spherical, and I think the highlights are on the wrong part of the shoulders given its shape.
Also, the reflection on the visor seems to be shifting around too much for how little it is actually rotating.
Lastly I would suggest keeping the angle of the legs in the forward step frame the same angle. Right now his foreground leg is angled nearly straight down while his background leg is angled further ahead, which makes his walking look a bit unnatural.
You might also want to add or change a frame to show his foot actually hitting the ground infront of him, because right now it seems like he is moving his foot forward but not actually placing his foot down until it's right beneath him.

As for the mash-up, I'm assuming the units weren't intended to be put in the same scene together, but if you want to make them more consistent I would try adding a border to the zerg units (and completing the border on the infested marine). That would help them stand out from the background like the marines do.
The hydralisk is also a bit small since they're supposed to be about 1.5x the size of the marines, but I understand if you don't want to do that since rescaling him to the proper size would be quite a bit of work.
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Quote dhaimadoshi Replybullet Posted: 04 October 2019 at 5:57am
Thank for the comment ;) appreciated !
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