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NancyGold
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Quote NancyGold Replybullet Topic: Experienced Pixel Artist Needs Help
    Posted: 18 March 2015 at 9:04am
Hello, pixeljoint!

I've hired two PJ artists: the first (humble one) to do initial sprites and the second (who described himself as "Experienced Pixel Artist") to finish and animate them, due to the first having little time to do anims (project needs single artist to do all the concepts, so they will be in coherent style).

So the second artist drawn the same sprites facing different angle, but I think they just ain't good for an "Experienced Pixel Artist", so he asks me the following:

The sprites aren't completely finished, but a fair amount of work has gone into them, it isn't a simple process. I don't think it is completely fair to say that they are rushed and done without thought.

Can you be specific about what is wrong with the anatomy? They look okay to me. I can try to fix the light source.

What am I meant to learn from the image that you sent?


I'm not an artist myself (programmer), so I'm pointing him to this thread.

Can you answer his questions, PJ?


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jalonso
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Quote jalonso Replybullet Posted: 18 March 2015 at 10:00am
Show example of artist 1 and artist 2 to compare.
If what you posted is by 2 artists then they are equal in quality and you are being unfair.
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Quote NancyGold Replybullet Posted: 18 March 2015 at 10:09am
The upper row is by the first artist

The lower row is by the second artist

My own opinion is that lower sprites are just horizontally flipped versions of the upper sprites with griffin now appearing like a bulldog. The lizard (rightmost) is somewhat better, but still has a lot of obvious and more subtle anatomy problems (can you catch them all?), not mentioning the wrong light source.
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dyluck
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Quote dyluck Replybullet Posted: 18 March 2015 at 10:29am
The lower row is not very consistent with the first row. The first row look nicer, maybe with some pixels to clean. The lower perspective is more difficult to pixel, but it's not correctly done yet, specially the chest and legs of the griffin, the front leg of the lizard and the back of the horned creature. Also the perspective of the horned one is wrong, in the upper row it's facing right-down, so in the lower it should face left-up, not up as its hips seems to point.
Also what you say about the bulldog pose it's somehow true, in the upper row front and back legs are more or less the same lenght so the back of the creature is parallel to the ground, in the lower one it's not.


ps: I think the are elements in the second row that point that it's a little "franken-pixelled" (with pieces of the upper row, as I think that red thing in the back of the horned creature it's the remains of the mouth from above).


Edited by dyluck - 18 March 2015 at 10:45am
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NancyGold
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Quote NancyGold Replybullet Posted: 18 March 2015 at 10:43am
Good findings. Although I expected that the most obvious problem (besides light source) would be that lizard's tail now grows out of his anus.
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Quote dyluck Replybullet Posted: 18 March 2015 at 10:47am
That's also correct. And it's a MAJOR flaw. I should have noticed, it's even more obvious than what I pointed. But the more eyes, the better feedback.
HAHAHA
The tail reminds me of the ones of the dragon figures of the boardgame "Runewars"... they had the same fatal design flaw.
A tail is part of the spine, should be aligned with it, not in the butt.

ps: I dislike saying negative comments about other people's work, I'm sorry, I'm just beeing sincere. The art on the lower row needs more work.



Edited by dyluck - 18 March 2015 at 10:54am
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rhlstudios
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Quote rhlstudios Replybullet Posted: 18 March 2015 at 11:35am
Ah, I can see what you mean. The quality of the pixel works itself is very much the same, but there is a few fixing ups needed. The first two stick out the most for me, the lizard isn't bad at all. I find the legs and back curve of the goat man off, as well as the wings of the griffin. The angles just look a little awkward and unnatural. They are very well pixelled, but could use a few little adjustments.

I probably couldn't draw a griffin if my life depended on it so I can't offer any helpful advice lol but what sticks out for me with the goat is his angle is off.



Also, in the top sprite you can clearly see where his legs are bent out, not straight whereas in the bottom sprite his legs look like they're straight.




Edited by rhlstudios - 18 March 2015 at 3:46pm
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dyluck
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Quote dyluck Replybullet Posted: 18 March 2015 at 12:09pm
The sloppiest edit ever (I can't spend more time on it). Just to show how do I think it should be the shape of the body from that angle.


I'have just noticed that both wings of the griffin are in the upper row, actually not correct in perspective, they look too side perspective.

Edited by dyluck - 18 March 2015 at 2:05pm
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NancyGold
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Quote NancyGold Replybullet Posted: 18 March 2015 at 2:23pm
dyluck, I'll paypal you $20 if you finish the griffin sprite, because the artist got upset by this thread and it would be unlike that he'll ever finish the work :-(

You can do it in your spare time and keep the result in your portfolio.

my email is snv985@gmail.com
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dyluck
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Quote dyluck Replybullet Posted: 18 March 2015 at 2:44pm
I'm so sorry to know he got upset!
The art was inded very nice but in my opinion still unfinished!

I really like the textures, specially the wings.. I'm not sure if I can do it better, but if he really is no further interested, and you need it finished, I'll try my best.
Now I feel bad.

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Quote RBL Replybullet Posted: 18 March 2015 at 2:46pm
Ha ha ha! I wouldn´t like to be him. Lots of copy/paste, the wings should look different inside and outside.

I´ve been working on isometric for a year I have to say that the back view is harder than front view.
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Quote NancyGold Replybullet Posted: 18 March 2015 at 3:05pm
Okay. If you do it, don't forget to mention Iscalio as the original griffin author:
http://www.pixeljoint.com/pixelart/93127.htm

He is very talented, because he never done any isometric art before, yet created some of the best isometric characters I've seen.
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Quote MrHai Replybullet Posted: 18 March 2015 at 3:19pm
I don't blame the guy. I'm assuming you made this thread without his consent. In that case I'd be offended too. You could have suggested that he post the pieces here for feedback himself, instead of bypassing him entirely without notice. No matter what the level of the work and artist, this is poor business practice, and hurtful for the artist.

Surely you looked over these people's previous work/portfolio before you hired them? If you are unhappy with the level of work provided, your best bet is to pay them for the work they have done, and find someone else. I would hope early termination is covered in the contract you should have made with the artist. No-one gets good at anatomy over night, and even with good feedback, it's unlikely you'll see a sharp increase in skill over a short period of time. If that level is unacceptable to you, then just terminate the contract amicably and move on, and don't make forum posts with a snide attitude undermining your business relationship.
"Work is more fun than fun"
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NancyGold
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Quote NancyGold Replybullet Posted: 18 March 2015 at 3:44pm
I don't blame the guy. I'm assuming you made this thread without his consent. In that case I'd be offended too.

Actually, he got upset because I've made a joke around him calling himself experienced.

The problem is that this guy refused to acknowledge that the sprites have problem and tells that he has done isometry before for a few big trademarks. Although a few very experienced pixel artist refused it outright, saying that isometry is a difficult subject.

No matter what the level of the work and artist, this is poor business practice, and hurtful for the artist.

I haven't mention his name here, so it shouldn't damage his reputation.

Surely you looked over these people's previous work/portfolio before you hired them?

Yes. He had some good sideview works, but I havent seen there any isometry, although he told that he done it.

I would hope early termination is covered in the contract you should have made with the artist.

He is a freelancer, because the indie project can't afford to keep full time employees.

No-one gets good at anatomy over night, and even with good feedback, it's unlikely you'll see a sharp increase in skill over a short period of time.

His resume says he say an art degree.

If that level is unacceptable to you, then just terminate the contract amicably and move on, and don't make forum posts with a snide attitude undermining your business relationship.

As I said, I haven't mentioned his name. That was just to show him, why I'm not accepting his current result.


Edited by snv - 18 March 2015 at 3:48pm
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Quote MrHai Replybullet Posted: 18 March 2015 at 4:02pm
I don't have any interest in arguing business practice with you, so I'm just going to make a few short points that I would urge you to reflect upon rather than defensively disregard. Ultimately it's up to you what feedback you choose to take with you.

1. Freelancers should also have a contract. Anyone you pay to work for you should have a contract.
2. An art degree doesn't mean anything. A portfolio does.
3. This thread serves no purpose. Just pay the guy for what he's contributed, and MOVE ON.

Originally posted by snv

I haven't mention his name here, so it shouldn't damage his reputation.

I didn't mean his reputation, I meant his feelings. It's like a violation of the social contract between you.
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Quote PixelSnader Replybullet Posted: 18 March 2015 at 4:46pm
Both have issues regarding isometric construction and things not lining up properly. This stems from working free-hand and without a solid skeleton etc. You can notice this when looking at the same toe on each leg and drawing a line between them, like RHL did. Or by looking at the heighest point of the gryphon wings.

However, the bottom row clearly rely a lot on mirroring and copying with slight edits. Even some parts that were edited share the outline (scythe hand for example).

While the bottom one isn't absolute crap and could pass in a game depending on your budget, it's nowhere near the same quality as the top row. But beyond that; even if it was the same quality, using a mirroring technique like this reduces the workload and thus the time spent by a lot. This is why frankenpixeling is sometimes chosen for a game; it can reduce the time to create a secondary sprite to only a quarter of the original.

What you have to ask yourself is this; is the work worth the money? If he's asking the same rates per sprite as your primary artist, then no. If he's asking the same rates per hour, possibly, depending on how fast both are.

I have the feeling you picked the secondary artist to be secondary because he's cheaper or faster. And in that case, although the sprites are less quality, he can still be okay on a 'value' scale - you're simply choosing to have cheaper sprites.

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Quote NancyGold Replybullet Posted: 19 March 2015 at 4:49am
>I didn't mean his reputation, I meant his feelings. It's like a violation of the social contract between you.
Believe me, accepting such works and crediting him as animator would have been much worse for him, for the project and made a bad justice to the work of original author.

I hope he will get over the grievance and take this thread as a reason to improve his skills.
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Quote dyluck Replybullet Posted: 20 March 2015 at 12:39pm
I would like to say that the sprites of the secon artist were cool.
We usually post wip stuff here to ask for help to see flaws that other eyes see better than the artist's ones, for learning and practise purposes mostly, and here tons of feedback are provided to polish it and make it as good as the artist wants to work on it.

To be honest, my feedback was provided to solve the issues if they were unnoticed by the artist; For 20$/griffin-like piece I think it's ok, but I see a few little flaws and pixels that could be cleaned in no time.

Since it's a payed work, we would need to know how much money was spent on each piece to say wheter if the artist was sloppy or not.

That's where I think the misunderstanding is; if you payed 20$ for the griffin, he probably couldn't be able to work more time on it, since he would be literally loosing money. That's another thing that separates 'us mortals' from really pros: I can do something decent, but it cost me insane amounts of time, but they do it probably in a fraction of time.

Said that:

I'm working on an isometric back-sided version of the griffin, just because I think it's tough and challenging and I like the original art.

snv, if you ever like the result, I shall gladly take your 20$, but said that I'm not capable of working this for money.
Since I'm not an experienced pixel-artist, and I never did isometric sprites (and this one I think is really difficult) I'm not sure how much hours would it take me to finish it, but I fear that a lot!



Edited by dyluck - 20 March 2015 at 12:41pm
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NancyGold
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Quote NancyGold Replybullet Posted: 20 March 2015 at 1:23pm
Hi dyluck,

>We usually post wip stuff here to ask for help to see flaws that other eyes see better than the artist's ones,
Usually these are just minor flaws, only pros will notice, like shading being a little incorrect or skeleton missing one ribs. Such flaws can easily pass for features.

>To be honest, my feedback was provided to solve the issues if they were unnoticed by the artist; For 20$/griffin-like piece I think it's ok, but I see a few little flaws and pixels that could be cleaned in no time.
The problem wasn't the pixel work, but blatant sketch-level anatomy errors of the kind, that usually plagues only very inexperienced artists. I.e. even I, far from being an artsy person, can detect them. Although just today I had one somewhat experienced and responsible artist sending me the reversed dragon version with similar anatomy errors (mirroring, anus-tail, etc...), but I'm sure he will fix it, because before he made amazing flight and attack animations for that dragon.

>To be honest, my feedback was provided to solve the issues if they were unnoticed by the artist; For 20$/griffin-like piece I think it's ok, but I see a few little flaws and pixels that could be cleaned in no time.
As I said, that has nothing to do with price. I've seen experienced artist drawing anatomically correct sketch in a few minutes, it is the pixel work, coloring and shading, which takes most of the time. He could have drawn correct sketch and told me that for another $20, he will color/texture it.

>That's another thing that separates 'us mortals' from really pros: I can do something decent, but it cost me insane amounts of time, but they do it probably in a fraction of time.
Just do the sketch first, before any lineart and texturing, because what is easy to fix on the sketch level can be almost impossible on textured level.

>I'm working on an isometric back-sided version of the griffin, just because I think it's tough and challenging and I like the original art.
>snv, if you ever like the result, I shall gladly take your 20$, but said that I'm not capable of working this for money.
If I like the result, I'll pay you $40 and, if you find some time, I can commission you animations and other sprites, because unfortunately one of our best artists, Bo, has left the project :-(
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Quote dyluck Replybullet Posted: 21 March 2015 at 11:28am
Hi again, in my last edit, height, size and proportions had issues.
I tried to fix it. Maybe I should make the chest bigger?
The head perspective is now more correct.

¿Where would the light source come from?¿From southwest? ¿Between them?

*Also tried to add texture to the head but its quite difficult to makethe head texture alike the one in the original. My attempts looks like if the feathers in the head were quite more short and regular.


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Quote NancyGold Replybullet Posted: 21 March 2015 at 3:16pm
Originally posted by dyluck

Hi again, in my last edit, height, size and proportions had issues.I tried to fix it. Maybe I should make the chest bigger?The head perspective is now more correct. ¿Where would the light source come from?¿From southwest? ¿Between them?*Also tried to add texture to the head but its quite difficult to makethe head texture alike the one in the original. My attempts looks like if the feathers in the head were quite more short and regular.

It should be obvious, that light comes from north east.

You should familiarize yourself with the definition of isometry, which reads:
isometry is a distance-preserving map between metric spaces.


In our case we have a map between 3d space and it's 2d projection. And distance in 3d and in 2d would be equal, which implies that the sprite will have the same distance between it's parts. So with a simple ruler, it is easy to see that distances between your griffin's legs, head and claws don't match the original distances.



Regarding texturing, you can just copy and rotate feathers from original griffin, recoloring the light direction.
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Quote Iscalio Replybullet Posted: 21 March 2015 at 4:58pm
Oh dear. There are just so many things I need to discuss about this thread. I'm going to try to be positive and fair, etc. But judging by our interactions in the past and this thread I don't believe snv minds discussing this stuff in the open. I will aim to avoid specific monetary compensation discussion and so forth.

Well first off. Hi I'm Artist #1. All the originals of these creatures can be found on my gallery in the order created. The most recent being a Beholder that's awaiting acceptance that I just posted.

I want to say thus far in only my own interactions with him I believe SNV has been quite reasonable in expectations, requirements, fixes asked for, compensation, etc (for ME specifically, no clue what interactions have been with any other team members).

My Creatures - I made the originals. Also the lizard on the right was a creature I volunteered to make as a test as to whether I could be sufficiently competent at isometric creatures for the game. I did not know it was going to be purchased and used. I think the quality of work I've done has improved since then, but I do certainly struggle with isometric perspective.

The Images that SNV Posted - I'm not sure what's going on with the original image but I can't see it clearly and when I download it it errors for me in photoshop and will not open. So it's hard for me to see it clearly.

Isometric Perspective - your isometric diamond platforms (see griffon post above this one) seem to be slightly different than the ones I have gotten from you as a sample of a space in game. If someone's working on the griffon turnaround snv you may wish to post that square for reference. I don't believe these isometric ratios match up so it looks like the creature I designed is standing on a surface that is tilted dramatically different than what I designed it to stand on. This may make the creatures appear here in the thread to be incorrect in ways they actually are not. I will leave it to snv to post that image if he wishes, but I will say it is very clean with a 2-to-1 pixel ratio whereas the one I see in the post above is rough with a much more pronounced tilt.

Light Sources - My original tests and designs were based on an upper left/front lighting source. But as I got more example characters from SNV and realized these characters might be flipped I have since tried to make (as subtly as possible) more neutral, front/top lighting.

Character Flipping - I can't see the original image well, but the lizard and griffon were designed facing left. So they have been flipped. I note in the much clearer image in the post above that the right-facing griffon is not a perfect pixel match for the original I made. If this is the case with the original image this may be slightly changing the way people see the quality, cleanness of pixeling, or perspective of the creature. When asking questions of relative quality on a forum like this these many different, seemingly minor issues may take on more importance to a reviewer.

Again this is my first attempt at isometric characters. I'm attempting to do as good a job as I can with the time I have to do the work vs compensation. And I think all in all I'm quite happy with it, but there will no doubt be some errors.

I will continue this response on another reply just to keep these to a sane length and only address one group of issues at a time.



Edited by Iscalio - 21 March 2015 at 6:59pm
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Quote dyluck Replybullet Posted: 21 March 2015 at 6:07pm
Thanks for the info in the last two comments.
I didn't realized how essential is to use the same rectangle until now. I'll try to build it and redo things.
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Quote Iscalio Replybullet Posted: 21 March 2015 at 6:42pm
About the rotated sprites made by the other artist...

I have no clue who the other artist is. I have always interacted through SNV and I thought other people were part of some small local group he was working with (in Russia?). If I'd known about them being a PJ artist I probably would have tried to reach out to keep us on the same page, but didn't want to step on toes or do anything that could alienate someone when this is one of my first paid commissions as a pixel artist.

Seeking Advice - SNV, first off I'd suggest you send me this image or have me talk to your other artist before you come here. You did so with the first animation of the rat. My only concern about responding to your request for critique is that I would have given you too much or you would have thought you needed to implement things that weren't critical. Or that my critique would not be well received by the artist.

But I could have pointed out problems probably pretty clearly. Maybe you wouldn't have the perfect response from a whole community of 20 year isometric veterans, but you don't necessarily need that level or volume of input in order to get a good product. I could help the other person fix some things and if all else fails you can pay them for their work and find someone else (or whatever people are suggesting based on contracts, this is completely new to me).

I would suggest we at the very least try to work with the artist to fix what they have done and ensure they are paid for the time they have put in.

Size of Sprites - The size images you've got me making are quite big for pixel work I think. Often they are somewhere around 64x100. This takes me a good 6-8 hours at least from image reference to sketches and/or grey marker silhouette shapes to linework to pixeling, etc. Maybe an experienced pixel artist could work faster, but I'm not sure how much faster while rotating them in isometric perspective and maintaining very strong quality. The designs as well (based somewhat on what you already had for your dragon, skeleton, orc, etc) are fairly complex and likely a challenge to read and replicate.

I am sure if I was taking someone else's sprites and trying to quickly turn them in isometric perspective and animate them I'd have a hell of a time with it. I struggle to get the perspective right on my own character/style doing a single frame.

"Experienced Pixel Artist" - Everyone is trying to find work and this term is in no way a stretch for almost anyone to put on a resume. I have no problem with this artist using this phrase, especially if they've done a few (hopefully successful) game production cycles. The games industry will not chase you down to hire you, you have to sell yourself and fight for work (this is something I've struggled with consistently). If you have experience you need to tell people so and be confident in your work. Then an employer can look at your portfolio and make the decision what quality level they believe you can bring. And if the level of quality is consistently not what you want then decide to continue working with that person or not.

Although I understand you are trying to find answers, I know if I was Artist 2 I would be quite upset that this was brought to the forum. Artist 2 needs to use this forum and interact with these people to improve and find new work. You may not have used their name, but maybe they've already told some people they were working on this project. You've always been ok with us sharing this information (thanks!). Maybe they'll want to post some of their work for this project to their gallery, which instantly connects them to you and this thread.

How to get the right feedback....hmmm...maybe if I couldn't help them you could encourage them to go to the forum themselves and post this stuff? It's amazing how much people can improve their own work with feedback. If the work isn't quite there initially often it can be improved to at least workable given time and will. It's tough though when the pay is limited to also put in extra (free?) hours to struggle over difficult fixes.

***********

As for my own work I'm a little shy about it being posted to a thread like this. Usually the employer would not see a thread like this directly. Thus a person could normally get productive critique without the person they are doing work for seeing any negative responses to their work. Even though you like my work you are getting feedback from people with a lot of experience who are able to point out flaws you would never notice or be concerned with otherwise. Or perhaps flaws that weren't even in my originals but are in images that have been flipped or changed as I've previously described.
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Quote NancyGold Replybullet Posted: 22 March 2015 at 1:26am
Hi Iscalio,

I've attached the original game world cube for reference. It was quite a challenge on your side to fit such a large creature into it.


Originally posted by Iscalio

About the rotated sprites made by the other artist...
I have no clue who the other artist is. I have always interacted through SNV and I thought other people were part of some small local group he was working with (in Russia?). If I'd known about them being a PJ artist I probably would have tried to reach out to keep us on the same page, but didn't want to step on toes or do anything that could alienate someone when this is one of my first paid commissions as a pixel artist.

Actually, you was among the first who did the test assignment and it was amazingly good result for a person, who haven't done any isometry before. There are a few animators from Russia and other parts of the world, but they mostly work in their spare time, because indie project cannot afford full time artist.

Originally posted by Iscalio

Seeking Advice - SNV, first off I'd suggest you send me this image or have me talk to your other artist before you come here. You did so with the first animation of the rat. My only concern about responding to your request for critique is that I would have given you too much or you would have thought you needed to implement things that weren't critical. Or that my critique would not be well received by the artist.

I don't want to distract you for such technical things. The rat animation was more about how such character should move and behave - that is something only original author can know.

Originally posted by Iscalio

Maybe you wouldn't have the perfect response from a whole community of 20 year isometric veterans, but you don't necessarily need that level or volume of input in order to get a good product.

Actually, this thread is pretty helpful, as it show that so many things can go wrong. I hope we come with some guidelines, techniques and shorthands about rotating isometric objects.

Originally posted by Iscalio

I could help the other person fix some things and if all else fails you can pay them for their work and find someone else (or whatever people are suggesting based on contracts, this is completely new to me).

I would suggest we at the very least try to work with the artist to fix what they have done and ensure they are paid for the time they have put in.

As I said, the other artist got upset. I won't be exposing him, as that will surely damage his reputation, but he is free to do this himself by PM-ing you or replying here.

Originally posted by Iscalio

Size of Sprites - The size images you've got me making are quite big for pixel work I think. Often they are somewhere around 64x100. This takes me a good 6-8 hours at least from image reference to sketches and/or grey marker silhouette shapes to linework to pixeling, etc.

I think most of the work goes into designing the characters, deciding on palette and material, then pixeling it. I.e. you have spent a large amount of time trying to figure the best way to shade feathers. The artist doing rotation has all these problems solved for him, only technical work remains.

Originally posted by Iscalio


Maybe an experienced pixel artist could work faster, but I'm not sure how much faster while rotating them in isometric perspective and maintaining very strong quality. The designs as well (based somewhat on what you already had for your dragon, skeleton, orc, etc) are fairly complex and likely a challenge to read and replicate.

I am sure if I was taking someone else's sprites and trying to quickly turn them in isometric perspective and animate them I'd have a hell of a time with it. I struggle to get the perspective right on my own character/style doing a single frame.

Actually, the dragon and the skeleton got a lot of improvement since the last time you seen them. But yes, both dragon and skeleton animators (different persons) got problems rotating the characters, so I had to micromanage their attempts.

Originally posted by Iscalio

"Experienced Pixel Artist" - Everyone is trying to find work and this term is in no way a stretch for almost anyone to put on a resume. I have no problem with this artist using this phrase, especially if they've done a few (hopefully successful) game production cycles. The games industry will not chase you down to hire you, you have to sell yourself and fight for work (this is something I've struggled with consistently). If you have experience you need to tell people so and be confident in your work. Then an employer can look at your portfolio and make the decision what quality level they believe you can bring. And if the level of quality is consistently not what you want then decide to continue working with that person or not.

Yes. The artist has created art for a few good looking games before, that is why I think he done a half-hearted attempt.

Originally posted by Iscalio


Although I understand you are trying to find answers, I know if I was Artist 2 I would be quite upset that this was brought to the forum. Artist 2 needs to use this forum and interact with these people to improve and find new work. You may not have used their name, but maybe they've already told some people they were working on this project. You've always been ok with us sharing this information (thanks!). Maybe they'll want to post some of their work for this project to their gallery, which instantly connects them to you and this thread.

The Artist 2 haven't done any previous work on the project, so this was his test assignment. But if he believes these rotations he done are worthy portfolio pieces, he can freely do so.

Originally posted by Iscalio


How to get the right feedback....hmmm...maybe if I couldn't help them you could encourage them to go to the forum themselves and post this stuff? It's amazing how much people can improve their own work with feedback. If the work isn't quite there initially often it can be improved to at least workable given time and will. It's tough though when the pay is limited to also put in extra (free?) hours to struggle over difficult fixes.

He reads this thread, but I'll notify him, so he can PM you. Unfortunately the payment is limited due to the indie nature of the project (I'm paying from my own pocket), so most artists work in their spare time.

Originally posted by Iscalio

As for my own work I'm a little shy about it being posted to a thread like this. Usually the employer would not see a thread like this directly. Thus a person could normally get productive critique without the person they are doing work for seeing any negative responses to their work.

Yup. But due to not being able to afford a qualified art director, employer has to play such role himself :-)

Originally posted by Iscalio

Even though you like my work you are getting feedback from people with a lot of experience who are able to point out flaws you would never notice or be concerned with otherwise. Or perhaps flaws that weren't even in my originals but are in images that have been flipped or changed as I've previously described.

Yeah. People here managed to find "flaws" even in your work. Although they are more of stylistic decisions, which can be considered features.
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Quote NancyGold Replybullet Posted: 22 March 2015 at 3:10am
Hi dyluck,

Here are some quick corrections to your griffin, which I quickly made using ruler tool and exploiting isometry properties without much thinking.

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Quote dyluck Replybullet Posted: 22 March 2015 at 7:32am
Yeah, the shape of the head resembles an old character (griffin) I did long ago, not this one's head, much more round and the legs also do not match the original.
About the height of the lion part, I couldn't see trough the wings.
I didn't know there were isometric pixel tools, I'm using paint as I always do but I wasn't putting too much accuracy. ;)

I'm in the middle of something now, tonight I'll try to post the fixed thing.

ps: Sorry, the diamond platforms didn't seem to match each other.


Edited by dyluck - 22 March 2015 at 7:34am
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Quote NancyGold Replybullet Posted: 22 March 2015 at 9:22am
Hi dyluck,

>About the height of the lion part, I couldn't see trough the wings.
Iscalio's PJ portfolio has the griffin without wings
http://www.pixeljoint.com/pixelart/93127.htm

>I didn't know there were isometric pixel tools, I'm using paint as I always do but I wasn't putting too much accuracy. ;)
I recommend using GIMP or Photoshop. Both have ruler tool, which isn't really "isometric tool". Using isometric cubes and other primitives as voxels could also be useful to do measures and painting. Real isometric tool would be 3d renderer, like Blender, set into isometric projection mode, which could be helpful for an inexperienced artist.
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Quote dyluck Replybullet Posted: 22 March 2015 at 10:18am
I mean the one you provided and the one of the griffin.

I'm not completely sure about the anatomy of the the lion legs you suggest, but I'll match them better with the original.

Until now I only used GIMP2 for layers and transparency, never figured out about using that ruler for that.


Edited by dyluck - 22 March 2015 at 12:49pm
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Quote NancyGold Replybullet Posted: 22 March 2015 at 2:03pm
Hi dyluck,

hope this tiger will be helpful in studying cat's anatomy in isometry.
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Quote dyluck Replybullet Posted: 22 March 2015 at 5:10pm
Very nice. I'm terrible at googling, thanks, and didn't found anything useful, but had an idea of how to do it.
The thing it's that I'm not sure if I'm supposed to match the original or do it a little more realistic like the example you provided.



I did the head rounder and changed the beak (I understand now that my previous head was more in 3D rather than isometric), corrected the height, head and legs positions. Watching your tiger example, maybe I should go realistic in the leg design rather than following the original?


Edited by dyluck - 22 March 2015 at 5:13pm
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Quote NancyGold Replybullet Posted: 23 March 2015 at 3:33am
> I'm not sure if I'm supposed to match the original or do it a little more realistic like the example you provided.
Try matching the original as this is an exercise in spatial thinking.

>I did the head rounder and changed the beak, corrected the height, head and legs positions.
Yup. That is closer to the original.

>I understand now that my previous head was more in 3D rather than isometric
Actually, isometric projection is a kind 3d projection. Maybe you meant it was "more in perspective"?
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Quote Iscalio Replybullet Posted: 23 March 2015 at 5:57am
If you're struggling with the form I'd suggest a few things that might help mebbie.

1. Don't bother with the colors and patterns but start with silhouette or grey scales. If you have colors and patterns you have to fix whenever you make a movement it can distort your view of the object.
2. I find animal anatomy or human anatomy books to be extremely helpful. This may help a lot with the muscle bulks and curves and underlying structure.

I'd say the one in the middle looks best. But the back left leg is connecting at the hip very low. The hip connection on a lion is nearly at the top of the torso. You might forget about the tail til you feel you're set with the body? It might be another accessory that could be distracting. Actually I think this is what I did. Built the body and then added wings and tail. If I'd done wings and tail and body at the same time with overlap I might not have been able to see through those other parts to get (hopefully) correct proportions on the main body.

Edited by Iscalio - 23 March 2015 at 5:59am
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Quote dyluck Replybullet Posted: 24 March 2015 at 11:21am
I added a feather texture for the head, and since the previous head was just closer to the original, but still not alike, I tweaked it some more to resemble more the working material.



*I would like to know your opinion on the wings made by the artist number 2, to know if I can use them (editing them, since I think they're quite ok) or if I should start over.

*I've studied (a little) lion bone anatomy and definitively, the way I should go would  be considered a little anatomically incorrect, but for project sake I'll try to match the original. I'm just working for them to look natural but resembling the original ones.

And thanks for the advice, Iscalio!


Edited by dyluck - 24 March 2015 at 11:42am
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Quote rhlstudios Replybullet Posted: 24 March 2015 at 11:23am
Duuuude, those feather textures look perfect!
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Quote dyluck Replybullet Posted: 24 March 2015 at 11:35am
Very glad to know!!
Thanks a lot! It took me quite a long time.



Edited by dyluck - 24 March 2015 at 11:38am
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Quote NancyGold Replybullet Posted: 24 March 2015 at 3:45pm
>I added a feather texture for the head, and since the previous head was just closer to the original, but still not alike, I tweaked it some more to resemble more the working material.
Yup! Head is a lot better now and feathers look good.

Photoshop also has a shortcut to get the body textured under a few minutes, but it would still require a lot of fixing:


>I've studied (a little) lion bone anatomy and definitively, the way I should go would be considered a little anatomically incorrect, but for project sake I'll try to match the original. I'm just working for them to look natural but resembling the original ones.
Griffin is a fantastic creature after all, so it is under no obligation of following lion's anatomy exactly.

>I would like to know your opinion on the wings made by the artist number 2, to know if I can use them (editing them, since I think they're quite ok) or if I should start over.
They are just a mirror image of the original wings, Iscalio has drawn, so re-using them would be anatomically incorrect, because bird wings are curved upward. That is one thing that makes Artist 2 griffin look like an amateur frankensprite ( http://wiki.wesnoth.org/FrankenPacks )

Here are some wings Artist 3 (Alexandr Sidorov) has drawn, if they could be of any help



Another griffin reference:


Edited by snv - 25 March 2015 at 5:34am
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Quote dyluck Replybullet Posted: 26 March 2015 at 11:49am
It still needs some cleaning, and the legs still are not correct. The tail shape considering the original art I think should be like this.
Still figuring out how to draw the wings.
:P





Edited by dyluck - 26 March 2015 at 11:49am
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Quote Friend Replybullet Posted: 26 March 2015 at 11:59am
Persoective is looking more trimetric than isometric. I think it needs to be rotated in 3d space down and left a little. Also, if you want to keep the straight on gaze of the front view, you should not be seeing that much of the side of the face. Take a look at the face of the tiger above



Edited by Friend - 26 March 2015 at 5:05pm
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Quote dyluck Replybullet Posted: 27 March 2015 at 4:53am
It seems correct, the griffin looks better the other way, but sure it is not in the same pose than the original. With snv's approval I'll go more like this:


ps: This is a quite difficult exercise to me. Instead of working on it on little time gaps, I should have waited for time periods long enough to think better what should it look like. This way I'm making too many mistakes and some of them I didn't even noticed. :P


Edited by dyluck - 27 March 2015 at 5:01am
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Quote NancyGold Replybullet Posted: 27 March 2015 at 9:12am
Hi dyluck,

yes this griffin looks closer to the original and you have rotated head to make it look north-west, yet obvious problem is that head now looks smaller than the original one. The original griffin also has a little more prominent elbow. Additional work on the back paws won't hurt it either.

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Quote dyluck Replybullet Posted: 27 March 2015 at 12:14pm
Yep, the entire back legs still are in progress. I did a slightly bigger head, I'll post an edit asap, but for now I think the shape of the body is right.
After some cleaning I'll start the wings. I already did some sketches but none that I like.
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Quote NancyGold Replybullet Posted: 27 March 2015 at 12:37pm
Meanwhile the lizard and the goat demon got rotated and animated, each by its own artist. I'm not sure these artists are experienced or professional, but they have done good job and pretty quick. The artist who rotated the lizard had some troubles getting the scales texture right, but anatomy is correct (at least to me).

So we are waiting for you, dyluck.



Edited by snv - 27 March 2015 at 12:45pm
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Quote dyluck Replybullet Posted: 28 March 2015 at 8:40am


I think I have fixed the shape of the legs. And the shape of the head. The wings are still in progress, but the ones above are similar on my thoughts on how should they look like.
I would like to work a little more on the chest and legs and maybe the feather texture for the head.
I faced this as a long term exercise to do it as possibly good as I can, if you need it done asap, and you like the current sprites you can use them to be given to more experienced/better performing artists for polishing it quick (for free).


Edited by dyluck - 28 March 2015 at 8:52am
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Quote NancyGold Replybullet Posted: 28 March 2015 at 9:43am
Hi dyluck,

The wings anatomy is different and the texture is noisy, while original had wings composed of separate feathers.
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Quote RebeaLeion Replybullet Posted: 28 March 2015 at 4:23pm
i will really not contribute, but that's why this is so hard.... crazy stuff to do this right.
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Quote dyluck Replybullet Posted: 29 March 2015 at 3:00pm
snv: yes, those wings are really messy, they were an edit of the prevoius ones, just to show how the shape of wings would be (and looking for some C&C).

RebeaLeion: yes, I needed to get out of my confort zone (easy humble little things, little canvas, low detail level, almost no texture) and I would say I've learnt quite a lot (thanks to snv's proposal and patience, and thanks to many people's help, for wich I'm grateful).


Edited by dyluck - 29 March 2015 at 3:01pm
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Quote NancyGold Replybullet Posted: 30 March 2015 at 1:08am
Originally posted by dyluck


I needed to get out of my confort zone (easy humble little things, little canvas, low detail level, almost no texture)

Okay. Here is a 4-times smaller version of the griffin. I think it should be easier to rotate it, then enlarge (using some edge tracing method) and texture.


Originally posted by RebeaLeion

i will really not contribute, but that's why this is so hard.... crazy stuff to do this right.

Believe me, perspective projection is harder than isometry.

Edited by snv - 30 March 2015 at 1:09am
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Quote NancyGold Replybullet Posted: 02 April 2015 at 6:25am
Sorry, dyluck, I've commissioned the griffin to different artist, who also fixed the initial frame a little.
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Quote Friend Replybullet Posted: 02 April 2015 at 9:04am
Originally posted by snv

Sorry, dyluck, I've commissioned the griffin to different artist, who also fixed the initial frame a little.


Isn't that kinda mean? It seems dyluck has been working hard on the sprite now all of his effort is for nothing? I know I'm not involved, but still...
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