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/ic/ - Artwork/Critique


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File: 3 KB, 125x125, PP-FACE.png [View same] [iqdb] [saucenao] [google]
4755001 No.4755001 [Reply] [Original]

Share your work and critique each other
I just made this, what you think?

>> No.4755003

>>4755001
I think you need to pick a light source, this is borderline pillow shading.

>> No.4755007
File: 4 KB, 250x250, ZGIN.png [View same] [iqdb] [saucenao] [google]
4755007

Also this
>>4755003
I thought about it but I didn't know where to place the light source, any advice?

>> No.4758106

bump

>> No.4758319
File: 34 KB, 600x450, enochnathandreadnought_larger.png [View same] [iqdb] [saucenao] [google]
4758319

Gonna dump some scenes I've been working on for my various RPG campaigns I am GM for, feedback and general advice greatly appreciated. I'll keep this thread bookmarked so I can check back for advice even much later.

>> No.4758343
File: 396 KB, 2708x886, pathfinder_cult_battle_larger.png [View same] [iqdb] [saucenao] [google]
4758343

finished this scene recently of my group's final confrontation with an evil demon cult

>> No.4758345
File: 6 KB, 799x181, old_5e_party_pixelart1.png [View same] [iqdb] [saucenao] [google]
4758345

another party I DM for

>> No.4758346
File: 4 KB, 780x368, tg_pixel_warlock1.png [View same] [iqdb] [saucenao] [google]
4758346

A request I did for someone on /tg/

>> No.4758357
File: 20 KB, 1024x617, osr_party_pixelart_070420-nonames.png [View same] [iqdb] [saucenao] [google]
4758357

last but not least some characters I made for the characters that have died in my old-school D&D game, versus the few that have survived

>> No.4759515
File: 34 KB, 1000x1000, mascot.png [View same] [iqdb] [saucenao] [google]
4759515

dumb little mascot thing

>> No.4759574
File: 87 KB, 556x485, preview.png [View same] [iqdb] [saucenao] [google]
4759574

>>4755001
I made the environment (walls, floors, lights) here for some game a long time ago, i haven't fucked with pixel art for a while although i did make some edit for an anon a few threads ago.

>> No.4759581
File: 11 KB, 607x315, edit.png [View same] [iqdb] [saucenao] [google]
4759581

>>4759574
Last thing I did with anything to do with pixels, i guess i should get back into it but i don't know where i'd start

>> No.4759674

>>4759574
Looks like Space Station 13
>>4758357
I like the second one in the deceased section, with the sword

>> No.4759796
File: 96 KB, 997x673, developing issues.jpg [View same] [iqdb] [saucenao] [google]
4759796

>>4755001
So i've been told several times that this looks terrible. I was puzzled because I could not see where I got it wrong... until someone told me it was a resolution problem.
What can I do to improve this in every single aspect so it looks smooth and works well together.

>> No.4759809

>>4759796
I think it's just the fact that some things in your game look plain wrong because they don't match. Your statue behind the zombie for example is way too high res and doesn't look well with the rest.
Your character sprites look blurry, and the stone ground doesn't fit with their parts, so it looks jarring. Other than that it's pretty good, just fix yourself a resolution, and if you want something bigger, make that thing a multiple of your original resolution
ie if your character sprite is 64*128 and you want a big monster, make him 128*256

>> No.4759955
File: 171 KB, 1873x692, developing issues.jpg [View same] [iqdb] [saucenao] [google]
4759955

>>4759809
Like this?

>> No.4760090
File: 8 KB, 70x70, Pinky.gif [View same] [iqdb] [saucenao] [google]
4760090

Is there a way to resize the whole thing without severely damaging the animations? I'd like to protect my little dude here from getting butchered.

>> No.4760148

>>4759955
It's already better for the ground, but I think you'll have to rework some sprites instead of just resizing them. For pixel art, resizing can destroy your sprite and make them look really ugly. But it's better, yes! Just take that into account when creating your next sprites. They need to be on the same scale or else they'll look like they don't belong there

>> No.4760400

>>4760090
The best solution is to remake all the sprites... but you can make it bigger, and trace it back on a new layer

>> No.4760579

My knowledge of pixelart is small but these are general art advices
>>4759955
Everything's so dark, they all read as black silhouettes. Use contrasts where you want to attract observers/players attention
>>4758343
Your stuff lacks contrast, colours are muddy and barely shaded. Big scene has too much space, it's been already said that characters are too small and are lost in the scene instead of giving a feel of an epic fight. Try looking at how different artists compose similar works. For colors try using a ready palette that uses some hue shift to learn what it's about. Composition decides about your picture looking cool, can convey certain feelings. Colors/values are part of it. Right now your characters look flat, nothing particularly attracts the eye, there are no contrasts or intense hues. You need to look at other's art to improve and analyze what works

>> No.4760639
File: 287 KB, 1618x1012, developing_issues.jpg [View same] [iqdb] [saucenao] [google]
4760639

>>4760579
Disregard the skeleton and main character. They need to get fixed.

>> No.4761005

>>4760579
Thanks anon. Should I remake it in 2D from the side? I will try to intensify the hues though. It is interesting you mention that cause I usually try to desaturate to make it look more "natural."

>> No.4761485

>>4760639
Sorry but everything is so crude here. If you are making a whole game frankly I think you have bit more than you can chew. Backgrounds look like terribly converted photo, not pixelart. Look at how other people make their tiles, bgs, characters, actually study it. There are some flying blobs, if they're enemies then make them visible, like give them a color that will distinguish them from background.
>>4761005
Yes I could guess that this kind of lotr vibes are what you're going for, but it looks bland. You could try shading it with very dark tones to give it more contrast and make characters pop. Don't overdo it with hues, try using ready palette first for some stuff and then implementing what you've learned. As for battle scene it could be easily condensed into 2-3x smaller canvas. Idk how other pixelartists portrayed such scenes, I'd look for inspirations in boss fights portrayed in games and traditional art of battles

>> No.4761486
File: 18 KB, 472x472, KKJFeO2.png [View same] [iqdb] [saucenao] [google]
4761486

>>4755001
does this count

>> No.4763020

>>4761485
Alright I'll check out some vidya bossfights. There's a game called Boss Monster (card game) that has cool pixel art on the cards. Maybe I'll aim to be like that.

>> No.4763434
File: 124 KB, 700x700, 1596121544353 resized.gif [View same] [iqdb] [saucenao] [google]
4763434

>>4760090
I dragged it into GIMP and did the following.
Image > Scale image
changed 70x 70 to 700x700
turn interpolation to "none" to keep it pixelated
File > export as, then set the file type to .gif
then in the settings check "as animation" and do whatever

>> No.4763782

>>4761485
You've got a sharp eye. That's exactly how I made the placeholder pic in the background. I'm leaving the small details for the last since I want to take time to make them look as good as they should. For now, mechanics are the same as the sprites. They WORK, but they don't work well together yet.
First gameplay, then music, then art, then story. Here's how it looks for now. I added some new enemies following your advice.
https://streamable.com/5742s5
>>4763434
You are amazing. Thank you. That's simply perfect

>> No.4764826

>>4759674
Thanks. I was proud of his pose.

>> No.4765954
File: 9 KB, 192x192, futabu.gif [View same] [iqdb] [saucenao] [google]
4765954

i did a thing for /v/ a while ago

>> No.4768264
File: 3 KB, 100x100, spr_mine.gif [View same] [iqdb] [saucenao] [google]
4768264

space mine

>> No.4768268

>>4759955
why is it not named hard hobo life

>> No.4768548
File: 33 KB, 1024x1024, clown_wojak.png [View same] [iqdb] [saucenao] [google]
4768548

>>4755001
I would like some critique please.

>> No.4768709

>>4768548
touhou?
shit
otherwise it looks nice
the cloth shadows are good

>> No.4768935
File: 705 KB, 1920x2573, agnieszka-antosiewicz-dracula-old-kadr.jpg [View same] [iqdb] [saucenao] [google]
4768935

>>4768268
We call it "Hobovania" on /agdg/ Any tips to turn the hobo-looking guy into pic related without accidentally making him invisible because of the dark colors? Like this anon said
>>4760579
the main character is way too dark and can't be seen properly. Would simply adding the red scarf work or do I need to do something else?

>> No.4768951

>>4768548
You've got a really bad case of banding (look it up)
Also, the shoulders and neck need some work.

>> No.4770754
File: 3 KB, 288x288, Blueprints1.png [View same] [iqdb] [saucenao] [google]
4770754

I'm designing this little robot assistant and presenting her in this blueprint format, but i'm not satisfied with her legs, any ideas on how to fix them?

>>4768548
I saw your post in the QTDDTOT, make sure to post your color palette gains!

>> No.4770766
File: 3 KB, 288x288, Blueprints2.png [View same] [iqdb] [saucenao] [google]
4770766

Robot girl also comes with custom personality components.

>> No.4770929
File: 196 KB, 992x732, closing in.jpg [View same] [iqdb] [saucenao] [google]
4770929

>>4768935
What's wrong with this picture at the moment and how would it be fixed? I think the main issue is the parallax on the background.
>>4770754
Absolutely cute.

>> No.4771167
File: 194 KB, 4809x1311, Castleburied.png [View same] [iqdb] [saucenao] [google]
4771167

>>4770929
https://streamable.com/k49fvo
Changed a bit the tileset to make it darker at some points. The background color is still not finished.

>> No.4771253
File: 21 KB, 256x256, piece_00.png [View same] [iqdb] [saucenao] [google]
4771253

Any feedback?

>> No.4771309
File: 3 KB, 288x288, Blueprints3.png [View same] [iqdb] [saucenao] [google]
4771309

>>4771253
Cute! Scale it a bit more next so we can see the details more clearly.

>>4770929
Thanks! I think your backgrounds aren't different enough from the front tiles and that is causing some readability issues in your game. I think you'll improve your art a lot if you study how other sidescroller games do their backgrounds.

The screenshots you took remind me of Castlevania SOTN, maybe start looking for pointers there?

>> No.4771323
File: 54 KB, 1024x1024, piece_00.png [View same] [iqdb] [saucenao] [google]
4771323

>>4771309
thanks, yours is really cute as well

>> No.4771341
File: 7 KB, 500x500, 124cc166866cc21d162d5ddc163295aa.0.png [View same] [iqdb] [saucenao] [google]
4771341

I'm op, I changed the sprite a bit. What do you think?
>>4771167
It looks pretty good on this photo, I can see the improvement

>> No.4771501

>>4771323
I like how you added another shade for the skin color and ditched the outlines, it's a lot cleaner looking than your previous one.

I'm also digging the colors and how you drew the transparent wings, keep it up!

>> No.4771614
File: 17 KB, 240x240, flameWhore.gif [View same] [iqdb] [saucenao] [google]
4771614

>> No.4771646

>>4770754
>>4770766
>>4771309
>>4771253
>>4771323
Blogs?

>> No.4771722

>>4771646
I don't really have a blog but i might as well start one now that i'm investing more time into pixel art. Where should i post my stuff?

>> No.4774331
File: 1.60 MB, 2908x1486, 1596574382129.png [View same] [iqdb] [saucenao] [google]
4774331

>>4771309
I'll be working on the background these days. First I need to learn how to make a proper skybox. I'm also playing around with filters, although nothing is looking quite as I'd like it to look. I'm just toying with fx so far to make the pixel art more console-like but with a "yep, this game is modern, isn't that nice?" vibe.

>> No.4774987

>>4761486
no

>> No.4775350
File: 38 KB, 1024x1024, demon_girl.png [View same] [iqdb] [saucenao] [google]
4775350

>>4771646
My pixiv ID is 55214577. Some of my earliest stuff is really rough because I didn't know about the rules of pixel art, and was just mindlessly pixeling away.

>> No.4776139
File: 2 KB, 702x105, RobotExpressions.png [View same] [iqdb] [saucenao] [google]
4776139

I'm not confident enough to make a full body drawing of her in this resolution just yet, so i've been redesigning her face for fun. I feel these expressions are way better than last time but the lower lashes are still bothering me, i'm probably going to remove them in future drawings.

Also i probably should name her given how much i've been drawing her these past few days.

>>4771646
Don't have one, sorry.

>> No.4776174
File: 3 KB, 288x288, Blueprints2.png [View same] [iqdb] [saucenao] [google]
4776174

>>4776139
Updated the little blueprint as well.

>> No.4777429

Do we have no pixel artists on ic? There's barely 4 people posting their projects.

>> No.4778481

>>4777429
Yeah the state of this thread is sad rn, but sometimes here come talented people, one of them inspired me to pick up pixelart. I have been doing pixels daily for some days now but don't want to post here really.

>> No.4778494
File: 46 KB, 740x262, astro cola.png [View same] [iqdb] [saucenao] [google]
4778494

>>4755001

>> No.4778499
File: 41 KB, 906x780, stuarts videogame.png [View same] [iqdb] [saucenao] [google]
4778499

>>4778494

>> No.4778543
File: 64 KB, 720x250, fortune.png [View same] [iqdb] [saucenao] [google]
4778543

>>4778499

>> No.4778773
File: 55 KB, 523x492, Rich.jpg [View same] [iqdb] [saucenao] [google]
4778773

How do I fix this fellow's face?

>> No.4779161

>>4778773
You lack basic knowledge like avoiding jaggies, noise and anti-aliasing. Learn these three things and go back to fix him.

This is your character's portrait, right? When you're done learning the above, you should also make It more expressive by showing more of his personality. From this portrait i can only assume he's a miserable hobo, is that the intention?

>> No.4779588

Fucking up scale your pixel art before posting retards

>> No.4779616
File: 2.57 MB, 1350x1350, Trip.gif [View same] [iqdb] [saucenao] [google]
4779616

>>4755001

>> No.4779711
File: 5 KB, 1127x406, MayaHairBIG.png [View same] [iqdb] [saucenao] [google]
4779711

I was originally expecting to keep her bald like the smaller sprites, but i just couldn't make her attractive that way so i'll be drawing her with hair from now on. What do you think?

>>4779588
I think you might have been refering to me, is this size alright?

>>4778773
Like the other anon said, i think he lacks personality in this picture. He looks staggered by something which i don't think you'd want in a portrait.

He's also not too memorable right now. Get him that red scarf you were talking about earlier in the thread to make him more unique. Color and Silhouette recognition are essential for video game characters.

>>4779616
This is fucking great, make a loopable version.

>> No.4780045
File: 4 KB, 184x184, mm.png [View same] [iqdb] [saucenao] [google]
4780045

ill post stuff ive done if its too small i can resize

>> No.4780055
File: 139 KB, 1000x1000, finalspread5.png [View same] [iqdb] [saucenao] [google]
4780055

>>4780045
guess how long this shit took

>> No.4780056
File: 5 KB, 256x256, ztb.png [View same] [iqdb] [saucenao] [google]
4780056

>>4780055

>> No.4780068

>>4778543
love the muted colors and soft shapes

>> No.4780069

>>4780055
Cute, they feel like they would belong in a beta version of the game. I really like how Arbok looks.

>> No.4780128

>>4771323
look up skintones and hairtones by your favorites dont be afraid to steal and learn from their color choices and her right side hair is banding pretty bad down to the arm even, but youll be at the level of some of those bitchin touhou pixels ive seen if you keep going

>> No.4780813
File: 39 KB, 192x192, Idle-1.gif [View same] [iqdb] [saucenao] [google]
4780813

>>4779161
>>4779711
Playing with him a little bit I turned him into an edgier version of Todd Howard. Simpler colors, More remarkable hobo looks and the looks of the guy you go to when you gotta fix somethin'. Not much into anti-alliasing yet but my future sprites will have it.

>> No.4781073

>>4780813
Looks muddy as shit. Youre using too many colors. Stick to 8 -16 on that portrait MAX. If you can handle that few of colors, than you can bump it up to the 256 bullshit you got right there