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/ic/ - Artwork/Critique


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File: 990 KB, 256x480, succubine_by_cyangmou-d93zld4.gif [View same] [iqdb] [saucenao] [google]
2647633 No.2647633 [Reply] [Original]

Previous thread : >>2613325

In this thread you are free to post any of your OCs/studies, ask for tips, critiques, help, post tutorials, references, other artists' cool works and talk about your experience or anything concerning Pixel Art. Please make it clear whether you need critiques or not as to avoid misunderstanding in case you are sharing something that is not yours.

If you are new to Pixel Art feel free to read this first : http://pixeljoint.com/forum/forum_posts.asp?TID=11299

http://pixeljoint.com/
http://pixelation.org/
http://2dwillneverdie.com/
https://twitter.com/Pixel_Dailies
http://finalbossblues.com/pixel-tutorials/

>> No.2647638
File: 43 KB, 258x274, 1457085545499.gif [View same] [iqdb] [saucenao] [google]
2647638

As usual I will gladly accept any suggestions about what could be added and changed about the text and links from the current OP.

>> No.2647708
File: 23 KB, 854x480, lunar landscape.png [View same] [iqdb] [saucenao] [google]
2647708

So I need help with this

I know this piece isn't so good and I'll post the reworked version next
I tought it felt wonky so on the corrected piece I used the proper tools to have straight and smooth lines

My biggest issue now are the small details, the lunar surface looks bland, the lunar base is too plain and the earth and sun look too cartoony.

What can I do?

>> No.2647714
File: 5 KB, 854x480, Lunar 2.png [View same] [iqdb] [saucenao] [google]
2647714

>>2647708
this is the reworked piece, but I don't want to continue making the lines until I have any good details to add

>> No.2647726

>>2647708
I suggest working on a much smaller scale. Not because that's more suitable for pixel art, but because there's so much empty space that such a big canvas isn't necessary. Besides that, I suggest improving the moon's shading. Consider the earth's cast shadow, the gradation caused by the moon's circular shape, and the crater's shadows.

>> No.2647727

>>2647708
Not pixel art
>What can I do?
Go to the beginner's thread.

>> No.2647738

Is Photoshop any good for pixel art/is there a good way to convert an image to reflect "pixel art"?

>> No.2647898
File: 5 KB, 256x256, image.png [View same] [iqdb] [saucenao] [google]
2647898

I'm having a hard time wrapping my head around shading in general.

It makes sense on something like a cube or a sphere, but how the fuck do you figure out how to place colors on something like a human face?

>> No.2647899

>>2647738
You can certainly make pixel art with Photoshop, but for what it is, it’s pretty overkill.

You could use something like MSPaint, anything with a pencil tool will probably work fine.

>> No.2647910
File: 2 KB, 40x40, heart breaker.gif [View same] [iqdb] [saucenao] [google]
2647910

First ever pixel animation, what do you think?

>> No.2647950

>>2647898
The face is just several shapes mangled together.
have you even read loomis?

>> No.2647956

>>2647950
No I haven’t anon. Spoonfeed me please.

>> No.2647958

>>2647956
Just look at the sticky, Fun With a Pencil explains how anatomy from basic shapes, like how the head is a sphere + box

>> No.2647999
File: 4 KB, 512x384, Lyc.png [View same] [iqdb] [saucenao] [google]
2647999

Total newbie to pixel art. I just did this.
What could/should I do to improve? Besides reading the OP, of course.

>> No.2648022

>>2647633
>tfw want to be able to do cute girls in pixels but need to work on fundamentals
I can't even into value.

>> No.2648273
File: 26 KB, 830x460, REM & RAM.png [View same] [iqdb] [saucenao] [google]
2648273

Hey, I posted in the last thread about my Rem and Ram pixel art. I worked a little bit on it since then. Probably still looks bad, but it is for practice. Tried doing dithering on the hair this time.

>> No.2649413
File: 17 KB, 384x384, testball.gif [View same] [iqdb] [saucenao] [google]
2649413

just checking out aseprite

>> No.2649457

>>2648273
>Probably still looks bad
Do you think it doesn't look bad? Just wondering.
>but it is for practice
If it's for practice why not start over?

>> No.2649493
File: 23 KB, 384x384, bat.gif [View same] [iqdb] [saucenao] [google]
2649493

hows this

>> No.2649534

>>2648273
Its still ugly nigga, just start something new.

>> No.2649732

>>2649493

slow it down

>> No.2649912

>>2647910
Pretty good, anon

>> No.2649950

buying gf

>> No.2650260

>>2649950
you can trust me with your addy

>> No.2650332
File: 30 KB, 851x315, feartherless2.gif [View same] [iqdb] [saucenao] [google]
2650332

>> No.2650336

>>2647999
The "art" flaws in this are more glaring than the "pixelart" flaws. You should learn some basic anatomy first if you want to make figures at this level of detail. If that's not your objective, simplify the construction and do something smaller because simpler figures require way less shapes (and less anatomical knowledge)

>> No.2651984

>>2650336
Thanks. I'll look into basic anatomy then before focusing more on pixel art.

>> No.2653801
File: 1 KB, 64x64, gerl.png [View same] [iqdb] [saucenao] [google]
2653801

>> No.2654962

>>2650332
I love this embroidery-looking shit. So good.

>> No.2656430
File: 79 KB, 255x500, pixelanimation.gif [View same] [iqdb] [saucenao] [google]
2656430

How's this look? I don't touch animation much.

>> No.2656870

>>2656430
Is the monster farting? Also that light house in the background or whatever it is loses one of it's stripes for a second. Other than that it looks pretty good. I like it

>> No.2658197

>>2656430
I like it, I can tell what you were going for but I feel you need some other background elements to help with scale. I see the lighthouse thing but is it suppose to be the ocean? What about clouds? Water?

Also when he steps you have the water doing the jurassic part bit... You should have the tree react to the steps too. Also, don't make the reactions instantly happen right as he steps. To push the scale, have him take a step and a few frames later have the tree/grass/water get blown back by the shockwave. if you had water in the ocean as well you could see it create tiny waves, disappear under the visual cliffline, and then have it hit the foreground hard and fast.

>> No.2658228
File: 119 KB, 400x232, teeheeanim.gif [View same] [iqdb] [saucenao] [google]
2658228

>>2656430
>>2658197
I did a quick example... timing and all of that is shit but hey, 5 mins of work here.

I don't know what it's grayscale... I closed it after I saved it out...so I couldn't put the colors back....

>> No.2658921

>>2658228
>5 mins of work
o-ok
that shockwave looks pretty cool though

Not him btw.

>> No.2658971

>>2658228
>5 mins of work

waitwhat

that is amazing.

>> No.2659203
File: 23 KB, 647x126, window.png [View same] [iqdb] [saucenao] [google]
2659203

After hours of trying I just couldn't get a single satasfying result, all 4 of these are terrible.
Does anyone have good window/glass references or tips how to make it look good?

>> No.2659225

>>2659203
All four look fine, actually. First and fourth outside it's a really reflective window (or it's bright inside and dark inside), second and third look like there's a storm or cloudy outside.
Pixel-art-like though, is that the intent?

>> No.2659234

>>2659203
i like the glass in the first the most but it clashes with the detail level of the rest of the art, second and fourth are most interesting imo, i think either of them would work fine.

>> No.2659256

>>2647910
looks like something that'd get plastered all over some 14 year old's deviantart/tumblr, nice work

>> No.2659263
File: 118 KB, 255x500, pixelanimation.gif [View same] [iqdb] [saucenao] [google]
2659263

>>2656870
Thanks, fixed it. It's not a fart, no.

>>2658197
>>2658228
Thank you! These tips were really helpful. I've done a bit to make it a bit more stylish, but I can't help but feel like my timing is a bit janky.

>> No.2662235

Bump.

>> No.2662570

Any tips to make top/down (3/4) sprites?

Seems like the hardest thing to do. No wonder everyone is making Metroidvania games.

>> No.2662921
File: 679 KB, 1080x670, beach2.gif [View same] [iqdb] [saucenao] [google]
2662921

>>2662570
It's not that hard. There's a ton of reference material. Just subtly rip off zelda/pokemon/whatever top down games you enjoy.

Anybody got any advice for the water tiles here? I'm not 100% pleased with everything but I'm totally blanking on the water.

If anyone could even point me in the direction of a 16 bit game that you felt had good water tiles I'd appreciate it.

>> No.2663436
File: 28 KB, 320x240, Portfolio RPG Background 3.gif [View same] [iqdb] [saucenao] [google]
2663436

>>2662921
My problem is drawing the line between simplified sprites and more detailed ones. See for Metroidvania games you can increase the size of your sprite as much as you'd like, there is no drawback. In top/down, I feel like it's either 16x16, 16x32 and that's all. If you try to go over that the perspective will feel off... well perhaps it's possible to make it good but as far as I know there aren't any game that goes over the sizes I just told. I couldn't find any references for those.

I have no problem at all when it comes to monsters, environment and all but I feel stuck when it comes to the main sprite, and without the main sprite being mostly done it's difficult to go make much more progress. In the end I feel like I'll have to settle for 16x32 no matter what.

As for your water I'm not sure, sorry, but your game is looking quite pretty so far. Do you post progress anywhere? I'd be curious to see what your MC looks like.

>> No.2663609

>>2649493
her right eye and mouth move down one pixel and makes it look off, and if you're doing a floating animation, I don't think her legs, feet, and hands would curl in like that.

Good design and colours though man

>> No.2663619

Yo I'm pretty new to pixel art, I've done a few pieces every now and again, but nowhere near the level that some of the kids in this thread are at.
So I was wondering, would anyone here recommend purchasing GraphicsGale for making sprites? So far I've just been using the binary brush on SAI.

>> No.2663706

>>2663619
Personally I just use grafx2 because it's free and made for pixel art. If I were to spend money on a program it'd probably be pro motion

>> No.2663832

>>2663619
Aseprite.

>> No.2665331

>>2662921
I'd say the water is fine as is, and if you do try to add detail to all the water tiles, it could possibly make the overall graphics too busy.

If you do add detail, I recommend something small and subtle, kinda like the grass tiles you got there. Wish I knew of a game you could reference.

>> No.2665531

>>2649413
I love it

>> No.2666681
File: 3 KB, 256x256, animeishard.png [View same] [iqdb] [saucenao] [google]
2666681

well i cant get her hair to look good without making a complete mess even after struggling for days,any help/critique/advice on tutorial to follow is welcome

>> No.2666703 [DELETED] 
File: 13 KB, 236x296, 9776a29aaf0001e2e736352d1effc9c8.jpg [View same] [iqdb] [saucenao] [google]
2666703

>>2666681
>selout
>pure black
>dem fundies fuck yeah

Try using a really deep purple instead of black. I think a little color theory can help you out. Pick better colors.

Hair is the lesser of your problems m9. See picture related.

>inb4 .jpeg

>> No.2666710
File: 13 KB, 236x296, 9776a29aaf0001e2e736352d1effc9c8.jpg [View same] [iqdb] [saucenao] [google]
2666710

>>2666681
>selout
>pure black
>dem fundies fuck yeah

Try using a really deep purple instead of black. I think a little color theory can help you out. Pick better colors.

Hair is the lesser of your worries m9. Anyways see picture related.

>inb4 .jpeg

>> No.2667195

>>2666710

I'm not sure purple would work, complimentary colors stand out, making the lines even more jarring. Just look at the image you posted, they never use complimentary colors to outline.

>> No.2669713

Bump.

>> No.2669804

>>2649413
Jesus fuck that's amazing

>> No.2670677

>>2667195
What he said is that the use of pure black (and pure white I guess) is discouraged. A lot of pixel art replaces the black with extremely dark, almost black violet shades.

If you watch some old sprites and place the color picker on the outlines, you'll notice its color. It looks like black, but is actually a very dark violet.

>> No.2670798

>>2666710
sorry to reply so late,i read your comment days ago,thank you! i am still trying to fix all that stuff and i feel no improvements at all,i am really struggling to pick better colours even after studying color theory and getting tons of refs,i will post a new version when i feel it improved a little,because right now eh.. i think it got worse

>> No.2670838

>>2670677
Pure black is fine if you know how to use it. If you forgo it, no reason to choose dark purple over all other dark colors, it should depend on how you plan to use the color rather than a random rule that purple=good (or black=bad for that matter.)

It's a common noob mistake to use black incorrectly, so when an experienced artist says "be careful when using pure black", noobs make simplistic rules like "never use black!" and repeat them with authority across the internet.

>> No.2670857
File: 4 KB, 235x155, 7-5.gif [View same] [iqdb] [saucenao] [google]
2670857

>>2670838

The only time I've seen pure black was used is in those old nintendo sprites with really limited color palettes.

>Pure black is fine if you know how to use it.

I agree, but it's better to simply leave it outside instead of waste your time trying to figure out any way to implement it. It's an unnatural color and it really stands out compared to the rest of colors.

https://ianstormtaylor.com/design-tip-never-use-black

Not only noobs say it, but experienced craftsmen have pronounced the "don't touch black" line. Because "being careful" is simply a waste of time, when you can simply pick a more natural and better looking color.

>> No.2670883
File: 13 KB, 813x354, 4p.png [View same] [iqdb] [saucenao] [google]
2670883

>>2670857
>The only time I've seen pure black was used is in those old nintendo sprites with really limited color palettes.
I see it used plenty in the present day pixel art community, and used well
>it's better to simply leave it outside instead of waste your time trying to figure out any way to implement it
I think it's better to learn how to use colors effectively rather than ban certain colors
> It's an unnatural color
Pixel art rarely strives for naturalism

It's fine as a tip for noobs, if it's presented with caveats, but as a black-and-white rule (har har) it doesn't work.

Pic related, recent work

>> No.2670885
File: 25 KB, 320x240, deathwalks.gif [View same] [iqdb] [saucenao] [google]
2670885

>>2670883
work by other artists:

>> No.2670886
File: 70 KB, 256x500, rainbow_skull10.gif [View same] [iqdb] [saucenao] [google]
2670886

>>2670885

>> No.2670887
File: 8 KB, 320x200, technotitlan.png [View same] [iqdb] [saucenao] [google]
2670887

>>2670886

>> No.2670889
File: 14 KB, 352x288, henker.png [View same] [iqdb] [saucenao] [google]
2670889

>>2670887

>> No.2670890
File: 32 KB, 416x232, 2957_fool.png [View same] [iqdb] [saucenao] [google]
2670890

>>2670889

>> No.2670891
File: 29 KB, 240x353, dead_knight_cyangmou_fin.gif [View same] [iqdb] [saucenao] [google]
2670891

>>2670890

>> No.2670897
File: 5 KB, 87x133, TUTO_chap5_RAMPES.png [View same] [iqdb] [saucenao] [google]
2670897

>>2670883
>ban certain colors

Nice strawman. Pick a more natural and better looking color ≠ ban that color.

>The problem with the use of black and white deserves a paragraph to itself. Generally, the use of these two colors in a pure state (#000000 and #FFFFFF) is discouraged. However, there are two exceptions (one for each color) and the dwarf at the beginning of this tutorial (pic related) is concerned with these two exceptions. We can use pure white (# FFFFFF) on very bright surfaces (effects and magic spells) or highly reflective (metal, precious stones). This is the case of the dwarf and his metal armor. The case of pure black (#000000) is more subtle: It can't be used for shadows, because in reality nothing is every completely black; there is usually a very subtle color there (sometimes purple). It shouldn't be used for decorations or contours. The only appropriate place to use it is as an outline to make characters more visible in a game, highlighting them above their surroundings. However, we strongly caution against using black "inside", as the black separates details inside the sprite, and makes it look like a rough draft.

http://opengameart.org/content/chapter-5-color-palettes

>> No.2670898
File: 43 KB, 383x326, monzzz_cure.png [View same] [iqdb] [saucenao] [google]
2670898

>>2670891
and an older work by me

I think you get the idea.

>> No.2670902

>>2670898
Oh, boy...

>> No.2670903
File: 34 KB, 520x572, spcrbz.png [View same] [iqdb] [saucenao] [google]
2670903

>>2670897
>generally, the use of these colors is discouraged
which is what I said earlier. general tips != hard rules.

Their advice about using black on the interior of sprites is a great rule of thumb for noobs, because they often abuse black, but someone with more experience managing a palette can pull it off easily. It's just a matter of having darker colors in your palette so there isn't a sudden jump to pitch black, it's that stark contrast that usually creates issues.

>> No.2670907

>>2670903
>general tips != hard rules.

Are you really implying I'm trying to ban fucking color black or something, like I'm trying to push any ""hard rule"" in any of my posts?

Dude...

>> No.2670915

>>2670907
You've been greentexting an argument from authority about not using black, except in extremely limited circumstances. I've provided examples of black used beyond these limited scenarios (from artists who seem to be more experienced than your authority in the tutorial, at least at the time he wrote the tutorial, judging by the example image you used)

>The only time I've seen pure black was used is in those old nintendo sprites with really limited color palettes.
I've given examples of much more recent work with much less restricted palettes, and even explained HOW you can fit black into your palette.
>it's better to simply leave it outside instead of waste your time trying to figure out any way to implement it
>"being careful" is simply a waste of time, when you can simply pick a more natural and better looking color.
You'll have to forgive me for misinterpreting, but this sure seems like you'd advocate excluding black rather than learning how to properly include it. And you haven't addressed my argument that pixel art often strives for styles that are more graphic than naturalistic.

>> No.2670945

>>2670915
>pixel art often strives for styles that are more graphic than naturalistic.

The same color theory principles are applied everywhere, and they should be specially enforced in pixel art, where it's way easier to give eyestrain to everyone seeing your work.

>I've given examples of much more recent work with much less restricted palettes, and even explained HOW you can fit black into your palette.

Less restricted because they fit black? I don't see how much of a restriction that is. ""Breaking"" the inexistent rules to make your work good-looking is called common sense, not some kind of bold trick.

> from artists who seem to be more experienced than your authority in the tutorial

You can't shout all noobs to keep making things that will end in a mistake, simply because "experienced artists" do that very same thing.

>>2670903
>It's just a matter of having darker colors in your palette so there isn't a sudden jump to pitch black.

If you already have darker colors, pitch black is useful only for outlining.

>> No.2671297
File: 14 KB, 224x272, rere3235.png [View same] [iqdb] [saucenao] [google]
2671297

>>2670945
>If you already have darker colors, pitch black is useful only for outlining.
not true, did you even look at the above examples?

I think this debate has become largely semantic. My only point was that rules like "don't use black, use purple" are simplistic and come with caveats. And you seem to agree that pure black and pure white have their uses.

So the only remaining point of contention is the extent of pure black's usefulness in a palette. And I still disagree that it's "only useful for outlining" or "only seen in those old nintendo sprites", and have provided multiple examples (by "experienced craftsmen") that use black effectively outside of that narrow window.

>> No.2671712
File: 26 KB, 600x600, 121.png [View same] [iqdb] [saucenao] [google]
2671712

based on having sprited since the fuckin dial up days let me say

these styles
edit recolor whatever, just study em; youll go far

>> No.2671747

>>2671712
Any advice on spriting top/down sprites bigger than say Link showed here?

>> No.2671749

>>2671712
>based on having sprited since the fuckin dial up days let me say
Would love to see your works.

>> No.2672281

>>2671712
>broken outlines all over that pokemon sprite due to selout
>mario is a bit noisy due to isolated pixels
>contrast is low on the tank
>link sprite is actual shit

Instead of jacking off to the past just study Owlboy

-based on having sprited since the telegraph days

>> No.2672361

>>2672281
>Owlboy
?

>> No.2672375
File: 436 KB, 800x600, owlboy.png [View same] [iqdb] [saucenao] [google]
2672375

>>2672361
>Google
???

>> No.2672963

>>2672375
Yeah, sorry, I actually ended up googling it after.

Game looks pretty nice I must say.

>> No.2673006

>>2672375
Gorgeous looking game, thanks for that anon.

>> No.2673387
File: 5 KB, 472x256, v2 vs v4.png [View same] [iqdb] [saucenao] [google]
2673387

changed her face and hair shape a little,still no shadows on her face in new version,created my own palette after following every tutorial i could find about colour theory so any help/critique is welcome

>> No.2673434

>>2673387
Add shadows and it'll be perfect.
The blush was an absolutely correct choice, too.

>> No.2673452
File: 4 KB, 472x256, pink edit.png [View same] [iqdb] [saucenao] [google]
2673452

>>2673387
here's an edit that shows some of the way the pink-haired girl can be improved. I fixed the banding on her hair and made some other changes, mostly replacing dark colors with lighter ones where they were standing out too much, or where features could use some softening, like the corner of the eye.

>> No.2673467

>>2673434
thanks! i like her blush
>>2673452
thats awesome anon thank you! i will study your corrections with great attention,her hair were terrible,like not attached to her skull at all,never noticed before,again this is very helpful

>> No.2673527

Sorry if this was asked before, but what are essential pixel art tutorials? or tutorials that helped you a lot to understand how pixel art works? I also need some good color theory tutorials.

Thanks, anons.

>> No.2673553

>>2672963
>>2673006
afaik one dude did the art (known as "Snake" in the pixel world). Maybe the best pixel artist alive today. 9 years in development, coming out this year I think.

>> No.2673558

>>2673527
Stuff like color theory, anatomy, etc aren't specific to pixel art so just study them as you normally would. The foundations are 90% of all pixel art, there is really not a lot of pixelart-specific techniques you need to learn.
As for pixel tutorials, did you read the OP?

>> No.2673563

How come most people's art here doesn't look too small? Are you all resizing it or something?

>> No.2673666

>>2672375

I like the design and the colors but from my point of view this isn't finished pixel art. The clouds are in oekaki territory. Too loose and painterly for my taste.

>> No.2673687

>>2673666
>oekaki
this term needs to die. it's misapplied (since it just means "drawing"), and particularly misapplied here since those clouds don't suffer from much random pixel noise at all.

At any rate, I doubt it will be that jarring in-game due to all of the parallax scrolling:
http://store.steampowered.com/app/115800/

>> No.2673688

>>2673527

2dwillneverdie.com has a few
Best thing you can do imo is to analyze good pixel art. Study and copy it. When it comes to color theory the first thing you should learn is how color ramps work.

>> No.2673701

>>2673687

Hi Sheldon! Since you know perfectly well what I mean by oekaki there is no need to go full aspergers here.
And no, it's not noisy but it's loose and undefined. It looks as if it was painted with a stylus without any refinement. It's not bad art by any means, but it's not a display of great pixel art in my opinion.

>> No.2673743 [DELETED] 

>>2673701
>Hi Sheldon!
wut
>Since you know perfectly well what I mean by oekaki there is no need to go full aspergers here.
that's the thing- the term isn't as exact or as universal as you seem to think. it just means 'drawing', but in certain pixel art communities, it has come to mean 'digital art created without the use of automatic tools that isn't controlled enough to be le pure pixel art'

the problem with that is 'pixel purism' is a myth, so 'oekaki' is just used by pixel purists to denigrate anything that doesn't fit their strict definitions, and it creates this artificial standard of TRUE PIXEL ART that is 100% controlled down to the last pixel.

>It looks as if it was painted with a stylus without any refinement.
there is obvious refinement at the pixel level, it just isn't refined to the last pixel. also watch the videos and tell me the pixel art isn't great, you can't judge an entire game's worth of art based on a cloud.

>> No.2673756

>>2673701
>Hi Sheldon!
wut
>Since you know perfectly well what I mean by oekaki there is no need to go full aspergers here.
that's the thing- oekaki isn't an exact term. it means 'drawing', but certain pixel communities have redefined it to mean "digital art created without the use of artificial tools that is still too uncontrolled to be PURE pixel art." The problem with that is who gets to decide how much control is enough to be "pure"? It becomes a totally subjective term that creates an artificial standard for pixel art where every last pixel must be thoughtfully placed, which is highly impractical for larger projects. So words like "oekaki" and "NPA" become catch-alls to denigrate anything that doesn't fit these artificial standards. The work here is pixel art, plain and simple.

I'm not even sure if the clouds in that image ARE finished since the game itself wasn't finished when that screenshot was released, and if they are then they're a low-contrast background element subject to constant parallax scrolling, so a few misplaced pixels aren't going to have much of an effect on the viewer. The foreground elements and character sprites are much more important.

>It looks as if it was painted with a stylus without any refinement.
there is obvious refinement at the pixel level, it just isn't refined to the last pixel. also watch the videos and tell me the pixel art isn't great, you can't judge an entire game's worth of art based on a cloud.

>> No.2673760

>>2673553
>Snake
http://pixeljoint.com/p/7755.htm him I assume?

>> No.2673765

>>2673563
Yes, x2, x3, x4 usually. Most pixel art programs will tell you how much it's been zoomed if you put their art in there, or if you simply put your 1px cursor on a seemingly one pixel dot and count.

>> No.2673769
File: 88 KB, 942x522, arabianpalacesnake.png [View same] [iqdb] [saucenao] [google]
2673769

>>2673760
correct

>> No.2673803
File: 82 KB, 476x439, colossal_katamari.png [View same] [iqdb] [saucenao] [google]
2673803

>>2673769
probably his most popular work:

>> No.2674125

>>2673558
Thanks, anon. I'll learn about those things first. Also, no. I didn't read the OP. I feel stupid.

>>2673688
I was thinking about doing that, but I wasn't sure. Now I'll learn from the masters. Thanks, anon.

>> No.2674412
File: 7 KB, 384x384, miku.png [View same] [iqdb] [saucenao] [google]
2674412

pls rate.

>> No.2674778

>>2674412
Legs are weird. It's as if she had Minotaur legs.

>> No.2674875

>>2647910
Now make it loop.

>> No.2675024

>>2674412
You know that conversation above about noobs overusing black? Well...

Black used indiscriminately as an outline around the whole sprite, rather than following the contours of forms, will flatten the image like a cookie cutter. You've also got some messy pixels and banding. Think about clusters, think about forms

>> No.2675054

>>2674412
her mouth is merging into her chest. She needs a chin.

>> No.2675185

>>2659263
This is fucking tight.

>>2670898
Also really good, I can imagine so many of these designs in the JRPGs of my youth.

>>2671712
>having sprited since the fuckin dial up days
Were you big into dolling at some point gramma?

>> No.2675316

>>2647910
Purdy

>> No.2675405

Hey everyone! I have a question. I'm a beginner, so if you call me a oob- you'll be right. Now:

I want to make some pixel art in 8-bit and 16-bit color palettes. So, is there way to set up Photoshop to only work in those palettes? Or are there any pixel art softwares that let you use color presets? I would be very grateful for any tips. Thank you!

>> No.2675460

>>2675405
Processing power (8-bit, 16-bit) doesn't matter, these terms have lost their meaning. Palettes used by 8-bit systems varied widely, and palettes used for 16-bit systems were so large that they're hardly restrictive or iconic of an era. 8-bit systems also had restrictions not on which colors were used, but how many and how (sprites or tiles could only contain so many colors, etc). Which is only important if you're actually trying to work in 8-bit restrictions.

To actually address your question- I know that grafx2 allows you to set a particular palette, not sure about other programs but I'd imagine any decent program designed specifically for pixel art should have this option.

>> No.2675468

>>2675460
Thank you. That was pretty informative :) I will look into the topic further.

>> No.2675581

>>2675405
PS should have a palette mode for images, and you can use a palette to store your used colors, too.

>> No.2676492
File: 6 KB, 765x350, the_world_of_chromatic__by_inked_kitsune-d8nvjeb.png [View same] [iqdb] [saucenao] [google]
2676492

I haven't touched pixel art in over a year or so but these are some of the art i made in that short span

>> No.2676500
File: 8 KB, 905x325, pixel.png [View same] [iqdb] [saucenao] [google]
2676500

>>2676492
I would start to do stuff like this to pass time since my laptop screen broke and I had no access to my tablet anymore. So I plugged my laptop into my busted tv and worked from there.

>> No.2676504
File: 3 KB, 440x240, eternal_rivals_by_inked_kitsune-d8fic3e.png [View same] [iqdb] [saucenao] [google]
2676504

>>2676500
More crap

>> No.2676507
File: 8 KB, 720x624, bubblegum_by_inked_kitsune-d7v105n.png [View same] [iqdb] [saucenao] [google]
2676507

>>2676504
I guess this was with more practice

>> No.2676512
File: 4 KB, 350x672, ryuko_matoi_pixel_by_inked_kitsune-d7dj2i2.png [View same] [iqdb] [saucenao] [google]
2676512

>>2676507
This is when I started transforming characters into this style

>> No.2676518
File: 785 KB, 308x652, Pixel Body.png [View same] [iqdb] [saucenao] [google]
2676518

>>2676512
Eventually got a new tablet and tried to practice with that.
I made this crappy design just to see what i could do with a tablet and this was the last pixel art I did.

Idk if i should continue on or if I was even going somewhere, but yeah that's all.

>> No.2676798

>>2676492
>>2676500
dA-cringe tier
>>2676504
>>2676507
Paul Robertson ripoff tier
>>2676512
Getting better, overusing black and missing an arm though.
>>2676518
more ambitious which is good, but the anatomy is fucked in so many ways and banding is an issue

>> No.2676861

I just started doing pixel art, learning how to make "good" lines and stuff. I talked to some people about using clusters, and they responded with
>wtf are clusters
I see people talk about them on pixeljoint and other sites, so I wanted to ask if clusters are bullshit or not.

>> No.2676896

>>2676861
>I wanted to ask if clusters are bullshit or not.
they're not. they're the basic building blocks of pixel art, some artists might not be aware of the term, but they're still using clusters.

the tutorial in the original post gives a brief description:
http://pixeljoint.com/forum/forum_posts.asp?TID=11299&PID=139320#139320

and Helm's Ramblethread offers a more in-depth study of clusters:
http://pixelation.org/pixelation/index.php?topic=8110.msg92619#msg92619

>> No.2676953

>>2676798
Thanks anon and yeah you got me on the Paul Robertson one.
I was heavily influenced by him and it took me awhile to expand out of his style.

cringe tier I heavily can agree on cause I was just starting.

and yes I know the last one has many anatomy issues. arms are way off ,feet are crooked as fuck and look like shit. I started it off with a rough red pixel sketch and build it on from there and I guess when I realized my error i was being too lazy to fix it.

thank you for the critique and I hope I can improve more on this style in the future if I have time or the patience anymore

>> No.2677057
File: 26 KB, 335x508, doeeyesslowdance.png [View same] [iqdb] [saucenao] [google]
2677057

>>2671749

alriightyyy then
this ones not great but i like it the most so there
ill post some more refined ones after

>> No.2677060
File: 8 KB, 276x408, jesusfinal.png [View same] [iqdb] [saucenao] [google]
2677060

>>2677057

>> No.2677398
File: 67 KB, 736x441, aefe47bc8ac6e8c3833b158505970060.jpg [View same] [iqdb] [saucenao] [google]
2677398

Im looking for pixel artist with skill on par with VA-11 HALL-A for my spacesim with waifus and femnazis. Anyone interested?
vitascoolman@gmail.com
picrandom

>> No.2677431

>>2677398

Paid commission or for fun?

>> No.2677439

>>2677431
first we need to design few notable characters and waifus, then draw enough content for kickstarter trailer. After raising some funds we gonna pay artist. Game designer, C# programmer and composer working on pure enthusiasm.

>> No.2677440

>>2677439

Ok, good luck!

>> No.2677472

>>2677057
>>2677060
I think the face/neck is not the best but I like it overall.

Jesus is cute.

>> No.2677490

>>2677440
we could pay for good artist, but it depends on how passionate he will work on our idea.

>> No.2677491

Im new to this thread and love what im seeing, what is the best program for creating pixel animations. I know there are two on Steam, Asesprite and Hexel 2, how are those?

Also, what about creating Pixel art in a program like Clip studio paint?

>> No.2677537

>>2677491
Aseprite is the best in my opinion. If you're not already attached to any program yet there's no reason to not go for it honestly. You try it out for free by just googling "aseprite download" and picking a version already compiled and uploaded somewhere.

Pyxel Edit otherwise is good if you plan to spite a lot of tiles, etc.

If you want a simple program yet efficient you have http://www.piskelapp.com/ which is free.

>> No.2677930

>>2650332
looks like an elaborate qr code

>> No.2678203

>>2677057
So nice

>> No.2678783
File: 202 KB, 2880x1800, Screen Shot 2016-09-13 at 11.11.48 PM.png [View same] [iqdb] [saucenao] [google]
2678783

I just started with art. I'm hoping to get better and make art for video games.

>> No.2678786
File: 206 KB, 2880x1800, Screen Shot 2016-09-13 at 11.31.25 PM.png [View same] [iqdb] [saucenao] [google]
2678786

>>2678783
Here's another sprite made after my friend commented on wanting flan.

>> No.2679108
File: 63 KB, 640x640, 04-soulpatch.jpg [View same] [iqdb] [saucenao] [google]
2679108

How into pixel art?

Everything I made look like shit

Do you have to scan it and filter in special software or what?

>> No.2679243

>>2679108
>Do you have to scan it and filter in special software or what?
no
>How into pixel art?
resources in OP

if you don't have a grasp of the fundamentals then you won't be able to make decent pixel art. learn the fundamentals, then read a pixel art tutorial that discusses techniques specific to the medium, and you're good to go.

>> No.2679421
File: 138 KB, 900x500, space background.png [View same] [iqdb] [saucenao] [google]
2679421

>>2647708
I thought I'd give myself a challenge, being as new as I am and attempt to remake this. Here's a background.

>> No.2679425
File: 823 B, 32x32, Running-0001.gif [View same] [iqdb] [saucenao] [google]
2679425

First pixel animation

>> No.2679644

>>2677057
Got a tumblr or gallery by any chance?

>> No.2679686
File: 26 KB, 857x186, Monsters for gaem.png [View same] [iqdb] [saucenao] [google]
2679686

Monster sprites for my RPG

I need someone who can make tilesets and backgrounds, and also maybe an animator and someone who can draw human characters

>> No.2679739

>>2679686
>slugma
>shedinja
>druddigon

is it a pokemon fan game? not bad but some are so simple they look unfinished.

>> No.2679746

>>2679739
Everyone says Pokemon when they see my drawings. Truth is it's just my style. I was influenced a lot by it, I guess.

>> No.2679765

>>2677490
die.

>> No.2679833
File: 76 KB, 900x500, spaaace.png [View same] [iqdb] [saucenao] [google]
2679833

>>2679421
>>2647708
So I made some progress, but I don't know how I should texture the moon, can anyone give me any tips?

>> No.2679882

>>2679746

Influenced a lot? Dude you are copying the style

>> No.2680628

>>2679882
It's the only style I've ever drawn in, and the only one I really know. Sorry.

>> No.2680715

>>2680628
I started out aping pokemon's style too, don't sweat it. But you should try to get inspiration from other sources in order to build your own style.

>> No.2680717

>>2680715
good idea. Idk, I guess I just find Pokemon's style the most appealing. It's very streamlined, you know?

>> No.2680925

>>2679833
Why is there a semi-transparent black circle floating in space?

>> No.2681004
File: 5 KB, 256x256, 1v03.gif [View same] [iqdb] [saucenao] [google]
2681004

probably spending too much time on this and my eyes tell me that i still lack so many fundamentals,maybe i should just continue with other stuff but anyway from last time i lowered her facial feature and hair of few pixel and fixed her face shape?(i felt like one side of her face was off?) and made a little animation,any critique/feedback/help warmly welcome.

>> No.2681043
File: 104 KB, 150x150, db3152eed2ed9eef204a5cbc81388ad16f6dbe8e.gif [View same] [iqdb] [saucenao] [google]
2681043

>>2681004
Facial movements need alot of accurate movement to look good, for example the lower eyebrows move slightly up and aren't static when the eyes are closed. The whole head would also be moving slightly, which would move the hair, tilt the face a little, overall tons of small details.
Animation is very advanced, it's best to stick to still images unless you are ready for a long, long path of practice and frustration until you produce anything you can be happy with.

>> No.2681534
File: 77 KB, 900x500, spaaace.png [View same] [iqdb] [saucenao] [google]
2681534

>>2680925
Here's the rest of that shadow.

>> No.2681535

>>2681534
anon that's not how shadows work...

>> No.2681537

>>2681535
Explain it to him.

>> No.2681538

>>2681535
Are you referring to missing the penumbra? Or should the earth be blacked out at this angle?

>> No.2681546

>>2681538
Stars don't reflect light from the sun.

>> No.2681554

>>2681546
Are you referring to the navy blue around the sun?

>> No.2681558

>>2681537
if he thinks about it for 5 seconds he'll figure it out

>> No.2681564

>>2681558
That shadow wouldn't fall on any of the moon in the picture, it that's what it is.

>> No.2681568
File: 2.88 MB, 636x358, shadow.gif [View same] [iqdb] [saucenao] [google]
2681568

>>2681558
Or perhaps this?

>> No.2681579

>>2681564
talking about this
>>2680925
which has now become a black beam of anti-light obscuring the stars behind it

>> No.2681598
File: 61 KB, 512x558, 147389619423622.png [View same] [iqdb] [saucenao] [google]
2681598

>>2681534
if you want objects on the moon surface the horizon should be flat. curved horizon will put the camera far from the surface. shadows do not cast onto a lack of objects only objects. the size of the sun should be more scaled, original looks like the sun is approaching earth.

>> No.2681629

>>2681598
Thanks, I knew about the flat horizon, but I didn't like the way it looked. I also wonder how you created the shadow effect on the earth, where it steadily gets darker.

>> No.2681651

>>2681629
lazy job with the soft edge round brush set to the size of the planet with a lasso cutting off the back dark edge

>> No.2681734

>>2681043
your tips are great anon and spot on thanks!i am pretty new to art (less than a month)and you seems to have a lot more experience than me,any tips on how to improve faster?should i start tracing refs or its a bad habit?

>> No.2681736

>>2679243
>tfw want to do pixel art because can't draw
>have to learn how to draw anyways
You just can't win in this world.

>> No.2681833

>>2681736
repetition is the mother of all skills. you can do it anon. i believe in you.

>> No.2682071

>>2681736I
You really expected you could magically learn pixel art without learning the fundamentals first? Stop looking for shortcuts and get to work.

>> No.2682291

>>2681734
don't trace

>> No.2682320
File: 1.05 MB, 610x598, 1466669207935.gif [View same] [iqdb] [saucenao] [google]
2682320

>>2681734
Tracing is a double edged sword, on one hand you will be able to create stuff you can be happy with, but on the other hand you won't actually get any skill from it.
The best thing I can recommend is to not trace, but to keep the image open and try to redraw it yourself. You will feel like you can't redraw your reference no matter what at first, but after a while you'll get better and better. Other than that, what >>2681833 >>2682071 are saying is true, forcing yourself to practice every day is the only real way to get really good.

>> No.2682343

>>2673701
You are retarded and can't tell natural cluster work from random brushwork. Practice more and post less

>> No.2682739
File: 38 KB, 1880x374, Monsters @ Intended Resolution.png [View same] [iqdb] [saucenao] [google]
2682739

>>2679686
The game these are for is intended for 2x resolution, by the way. I find my sprites look better that way.

>> No.2683132
File: 78 KB, 1604x1500, SPICE.png [View same] [iqdb] [saucenao] [google]
2683132

Here we go. Space wasn't as pixel as I would have liked to I restricted myself to 100x100 pixel canvas, here is the results.

>> No.2683243
File: 278 KB, 300x440, eDnhsQR.gif [View same] [iqdb] [saucenao] [google]
2683243

>> No.2684029

>>2682739
Well, it’s a question of DPI rather than just pixels, isnt’t it ? In some monitors, you’re going to have to scale 4× to get the effect you want; on (rare, I admit) others 1× will do the job.

>> No.2684032
File: 267 KB, 536x596, 774.webm [View same] [iqdb] [saucenao] [google]
2684032

How long does it take to create something like this?

>> No.2684507

>>2684032
Time wise, around a few weeks.
Skill wise, around 2-3 years of dedicated pixel practice before you're able to do it in a few weeks.

>> No.2684794
File: 7 KB, 110x90, WIP.png [View same] [iqdb] [saucenao] [google]
2684794

crit please

>> No.2684890

>>2684507
It almost just seems easier to animate regularly and then use some sort of pixel filter.

>> No.2684953

>>2684890
The result would look like shit tho. Pixel filter != pixel art, though rotoscoping pixel art over a hand drawn animation would work

>> No.2685281
File: 9 KB, 120x120, la-croix.gif [View same] [iqdb] [saucenao] [google]
2685281

i'm lost at this point

>> No.2685377

>>2685281
Cute, but the petal/starburst thing behind the cross could be a little more symmetrical and have straighter lines. I love the colours and the pacing of the animation though.

>> No.2685395

>>2666681
Blondes don't actually have lemon yellow hair, it can be a pale desaturated brown, or a light orange-yellow colour, pretty much never do straight yellow for blondes, even in pixel art. The other anon's pic had a golden-orange colour for hair with dark orange-yellow outlines, try following that kind of palette.

>> No.2686982

>>2684953
How do you rotoscope pixel art over a hand drawn animation?

>> No.2687008

>>2686982
Use a program that can handle both raster and vector images, and scale down the roughs as vectors.

>> No.2688273
File: 5 KB, 224x387, Sprite Uraraka shades and lightings.png [View same] [iqdb] [saucenao] [google]
2688273

First time doing pixel art, how bad does it look?

>> No.2688381

Bump

>> No.2688383
File: 77 KB, 865x428, z1287.png [View same] [iqdb] [saucenao] [google]
2688383

>> No.2689339

>>2688383
we have an artist there

>> No.2689420

>>2678783
>>2678786
Heh, really cute! Keep it up anon

>> No.2689567

>>2689339
how could i make the forms more clear? don't think is any good at this stage

>> No.2689725

>>2688273
You've got issues with the outlines being jagged and clumping together too much. It causes the form to look misshapen. Your contrast is all over the place as well, as in there's a little too much in the hair and dark-blue sections and not enough in the pink areas. I'd suggest refining your outline first, then putting in your values before coloring. Might also wanna look into dithering and making a color palette so the pieces fit together, so to speak.

>> No.2689890
File: 21 KB, 233x100, le-chrisme.gif [View same] [iqdb] [saucenao] [google]
2689890

>>2685377
Thanks, i'll keep that in account when i will redraw it or make a similar animation

>> No.2690671
File: 594 B, 48x48, 22 sep16.png [View same] [iqdb] [saucenao] [google]
2690671

Quick self portrait in 4 colors
I was trying to do something like a dialogue box portrait from an RPG but came out really bad.

>> No.2691052

>>2684794
it's good

>> No.2691163

>>2647633
Wow, just wow this is so bad, pls stop posting shit here. youre horrible. crap art.

>> No.2691272
File: 55 KB, 266x384, steamfantry_adjusted_final_v2.png [View same] [iqdb] [saucenao] [google]
2691272

>>2691163
I don't think OP made that image, it's by Cyangmou. Who is one of the best pixel artists working today. Also I don't recall seeing it posted here before, so there's really no reason to whine.

>> No.2691405

>>2691163
Kill yourself.

>> No.2691421

>>2690671
hits me with a wave of nostalgia for some reason

>> No.2692877
File: 190 KB, 166x124, q3dJ0oW.gif [View same] [iqdb] [saucenao] [google]
2692877

>>2647633

Hi, I am a gamedev interested to hire a pixel artist for my isometric game.
This guy nailed the character design I wanted for my game but he is a jap and I am not that confident my moonrunes are good enough to communicate with him well.

My question is this. Is there anyone else you can think of who can do or have done nearly similar character design, especially ones who can communicate in at least basic English?
Thanks.

>> No.2693279 [DELETED] 
File: 2 KB, 64x32, luna wink.gif [View same] [iqdb] [saucenao] [google]
2693279

>>2692877
if only I was good at pixel art (or it was really low resoultion)

>> No.2693286
File: 8 KB, 99x133, pixel bane.gif [View same] [iqdb] [saucenao] [google]
2693286

>>2692877
if I was any good at pixel art sure. Sorry

>> No.2693316

>>2692877
I recommend you to look and make posts over there if you're seriously looking for an artist :

http://pixeljoint.com/forum/
http://pixelation.org/
https://www.reddit.com/r/PixelArt

I'm not familiar with tumblr but there are Pixel artists over there, so take a look took.

>> No.2693401

>>2691421

Cyan, brown and white were some of the few colors available in early PC games.

>> No.2693628
File: 430 KB, 500x500, 1473637923778.gif [View same] [iqdb] [saucenao] [google]
2693628

>>>/vr/3490414
Danm

I promise myself that one day my skills will get to the level of pic related. Screencap this, it'll happen.

>> No.2694350
File: 44 KB, 640x480, MyRPG.png [View same] [iqdb] [saucenao] [google]
2694350

Rate my attempt

>> No.2694507

>>2694350
the portraits are horribly assymetrical. All of them have that left-leaning nose, which looks like it got smashed. Good shading is pretty good, especially on the hair. UI is fine, don't make it too complicated, it gets confusing and harder to code

>> No.2694512

>>2694507
>Good shading is pretty good, especially on the hair
dude are you high

>> No.2694516
File: 5 KB, 82x102, 1474920985461.png [View same] [iqdb] [saucenao] [google]
2694516

>>2694512
>>2694507
i did some really bad editing, just to show the symmetry that pixel art should have

>>2694512
i hit some good drugs that were good, yeah

>> No.2694533
File: 10 KB, 126x102, tiny-Leya-ani.gif [View same] [iqdb] [saucenao] [google]
2694533

why are these threads so slow

>> No.2694540

>>2688273
i still have mixed feelings that uraraka's hair is brown, in my head it's always been blonde from when i read the manga

Also it might benefit you to pixel without starting the line art/outline first. It's easier if you start on blocks of colors or maybe lay out the colors on top of the line art.

>> No.2694564

>>2694533
Pixelling is slow

>> No.2694591
File: 11 KB, 126x102, tiny-kata-ani.gif [View same] [iqdb] [saucenao] [google]
2694591

>>2694564
not really

>> No.2694617

>>2694533
>>2694591
Have a blog m8?

Pretty good. I'd say perhaps the contrast is a bit low but difficult to say without seeing them in-game.

>> No.2694620

>>2694591
Yes, really. Compared to sketching.

>> No.2694630
File: 13 KB, 111x102, tiny-oberon-ani.gif [View same] [iqdb] [saucenao] [google]
2694630

>>2694620
i was comparing it to digital art but wouldn't many things be slower than sketching

>>2694617
domned4.tumblr.com
its not for a game but i made it look its for one.
I've been wondering where to get help in creating default color ramps used for game sprites and for the maps, like how many colors and how much contrast etc

>> No.2694637

>>2694630
Digital sketching? Same thing.....

>> No.2694641

>>2694637
triggered

>> No.2694643

>>2694637
have you tried pixel art anon?

It's much quicker to clean pixels than to render brush strokes in digital paintings. Unless the pixel art is huge and intricate which would also take a lot of time for digital paintings I assume.

>> No.2694646

>>2694643
Nonsense.

>> No.2694971

>>2694620
And sculpture is slower than photography

>> No.2695435
File: 3 KB, 109x153, trade wip1.png [View same] [iqdb] [saucenao] [google]
2695435

wip

>> No.2695474

>>2684032
sauce?

>> No.2695526

Do all of you plan on making a game with your pixel art? I've never seen someone just do pixel art because they like the look of the image or to tell a story without it being a game.

[spoiler] Sorry, my question is kind of unrelated, but I don't think the target audience is for the questions thread. [spoiler]

>> No.2695536

>>2695526
Yes that's the reason I started the medium. I want to make a game and artstyle other than pixel art wouldn't be doable considering I'm doing this all by myself.

With that said I love it, all is well, I'm not doing something I'm forced to.

>> No.2695545

>>2695526

I've been working on a game for a few years now.

I put it on hold to practice my general art skills though.

> I've never seen someone just do pixel art because they like the look of the image or to tell a story without it being a game.

Who says games can't have lovely art or tell stories through their imagery though?

>> No.2695553

>>2695526
I have no intention of making a game. I don't even really play video games. I started pixelling because of Pokemon Red but that was ages ago. Now I do it because it's a medium of expression that I am proficient in. I can think of lots of artists that make pixel art for art's sake.

>> No.2695609
File: 3 KB, 223x281, 254345634543.png [View same] [iqdb] [saucenao] [google]
2695609

morphling

>> No.2697541

>>2647633
I'm working on it,this is the first time i've been in /ic/,my main boards are /int/ and /vp/
I'm gonna put alot of NES characters(I get most of them from the spriters resource,It's gonna take some time to finish this.
Also this is a wii u app,it costs about 3 dollars,it's really good and it gives you alot of space to draw in

>> No.2697542
File: 122 KB, 1280x720, WiiU_screenshot_TV_01764.jpg [View same] [iqdb] [saucenao] [google]
2697542

>>2697541
shit,forgot the pic

>> No.2697549
File: 218 KB, 1280x720, WiiU_screenshot_TV_01764.jpg [View same] [iqdb] [saucenao] [google]
2697549

Here's another one,you may note that there's some errors in the brown blocks,i copied it from NOT the spriters resource which means i'm fucked

>> No.2697553
File: 92 KB, 854x480, WiiU_screenshot_GamePad_01764.jpg [View same] [iqdb] [saucenao] [google]
2697553

These aren't mine but they took time to copy

>> No.2697563
File: 138 KB, 854x480, WiiU_screenshot_GamePad_01764.jpg [View same] [iqdb] [saucenao] [google]
2697563

Phil's shirt from the almond establishment,i made a design of it in ACNL

>> No.2697570

I have more,but i'm lazy,so i won't until friday

>> No.2697575
File: 449 KB, 1280x720, WiiU_screenshot_TV_01764.jpg [View same] [iqdb] [saucenao] [google]
2697575

The app is called:

>> No.2697585

>>2697570
*won't post more

>> No.2697972

humpty bumpty

>> No.2698157

>>2697542
>>2697549
>>2697553
>>2697563
utter shit stop posting

>> No.2698159
File: 24 KB, 576x448, t4JEQ.png [View same] [iqdb] [saucenao] [google]
2698159

>> No.2699772
File: 202 KB, 1600x878, 2016-09-27_20.22.13.png [View same] [iqdb] [saucenao] [google]
2699772

I like to make art on maps in Minecraft. Pictured is my map art collection on 2b2t where I make maps. Not all made by me, mostly just the nazi memorabilia. Could anyone recommend any cool pixel artists whose pixels I could put on a map?

>> No.2699830
File: 112 KB, 256x124, 1 fast sunset v2.png [View same] [iqdb] [saucenao] [google]
2699830

first day of pixeltober...I dont know what the fuck I am doin

>> No.2699849

>>2699830

Dude, that's pretty cool. Do a whole tileset!

>> No.2699899
File: 4 KB, 160x160, halp.png [View same] [iqdb] [saucenao] [google]
2699899

What should I do to improve her. I'm making a sprite parser in flash and want it to look good. She's on a 32*32 scaled up 500% for the chan.

>> No.2699972

>>2698159
This looks awesome

>> No.2701211
File: 1 KB, 128x128, Train.png [View same] [iqdb] [saucenao] [google]
2701211

I'm working on some sprite art for my Gameboy Jam game. Looking for some advice on my train.

>> No.2701298
File: 14 KB, 1200x1200, robot2.png [View same] [iqdb] [saucenao] [google]
2701298

Im terrible?

>> No.2702137
File: 3 KB, 109x153, trade-wip-2.png [View same] [iqdb] [saucenao] [google]
2702137

>>2695435
updated

>>2701298
maybe push the values further?

>>2695526
I got into pixel art because of a pixel dolling phase. I once tried to make a game though not serious.

>> No.2702149

>>2701298
Damn, basic form is all there, but it could use some refining.

>> No.2702536

>>2701298
Needs shading

>> No.2702826 [DELETED] 
File: 2 KB, 70x160, Sprite-0002.png [View same] [iqdb] [saucenao] [google]
2702826

tfw want to make a hentai game but don't possess the skill.

heres my attempt at making something regardless.

>> No.2702829
File: 2 KB, 70x160, Sprite-0002.png [View same] [iqdb] [saucenao] [google]
2702829

tfw want to make a lewd game but don't possess the skill.

heres one of my attempts.

>> No.2702849

>>2702829
Theres nothing wrong with this anon

>> No.2702868

>>2702829
I dunno, it probably works if you want to masturbate to tard girls.

>> No.2703622

>>2677439
>waifus
>After raising some funds we gonna pay artist.
>Game designer, C# programmer and composer working on pure enthusiasm.

Dude like you wanna make a game you've got make something basic and ask for help AFTER you make shit.

This is just straight up insulting

>> No.2705193
File: 6 KB, 640x640, Halp Me Now.png [View same] [iqdb] [saucenao] [google]
2705193

Anyone have some ideas as to how to go about finishing this. I'm hoping to make her animation-friendly.

>> No.2705199
File: 23 KB, 448x373, idp.jpg [View same] [iqdb] [saucenao] [google]
2705199

>>2702829
that head size makes her look like a child

I guess I shouldn't be surprised when somebody makes a "lewd" game here they mean "game where you fuck kids"

>> No.2705209

>>2695536
Hey, man. I'm developing a game and it could really use your pixeling skills My spriter is looking for some people to share the workload with. It's for adults, though so I hope you don't get easily offended. Search hongfire for "lucid erotic wet dream" and see if you like it. If so, make an account and post some pixel art. This goes for everybody, too. We're recruiting artists as the engine is pretty complete and we need some resources like bad.

>> No.2705952
File: 4 KB, 128x128, titzNoze.png [View same] [iqdb] [saucenao] [google]
2705952

>>2705193
New titz and noze. Comment?

>> No.2705961

>>2705952
do a gesture and block out the basic pose before worrying about color and detail

weird pec/bob hybrids right now

>> No.2706333

Am I still b&?

>> No.2706342
File: 16 KB, 674x125, 14569701_10209314463572972_335392484_n.jpg [View same] [iqdb] [saucenao] [google]
2706342

>>2706333
Good I'm not.
I keep getting a random IP kick for proxying (?)

Anyways, I wanted to make a game, but most of my art experience is with 3D (Maya, Zbrush, etc) so I figured pixel art would be a decent way to go.

Ignore pillow shading, still learning.

>> No.2706354
File: 11 KB, 382x382, 1.png [View same] [iqdb] [saucenao] [google]
2706354

Made this for a game me and my friend are messin around with. Gonna try to animate next.

>> No.2706476
File: 131 KB, 100x123, 578dff35_491c_11e5_80a9_616540b32d18.gif [View same] [iqdb] [saucenao] [google]
2706476

something i did a long time ago as practice

>> No.2706482

is it okay to change the opacity when drawing smoke and stuff? i feel like a hack for some reason when I do that

>> No.2706496
File: 2 KB, 320x320, ye.png [View same] [iqdb] [saucenao] [google]
2706496

I usually have bad banding and dithering when I shade. It's basically a second outline, so I'm working hard to change that

tips?

>> No.2706552
File: 42 KB, 400x293, doit.jpg [View same] [iqdb] [saucenao] [google]
2706552

>>2706482
Any common technology should be able to display alpha channels by this time. So nothing wrong memory wise. As an art statement, it's better to avoid transparent pixels and just predetermine your lighting situations, it'll look much more tied in. Also it makes recoloring much easier to deal with in programs like photoshop. But in the end, it really depends on what you're going for. If you can make transparent pixels look good, run-time, then do it. :D

>> No.2706557

>>2647633
damn that succubus looks like a ho. not even just her looks but also the animation to it too
they did a good job making that thing look/behave as a succubus

>> No.2706559

>>2706496
Try making your midtone even more prevalent than it already is, Sounds retarded, I know, but leaving just a few light and shade tones will create enough noise to be noticeable at any scale and you'll have something along the lines of flat shading going on. That's just my opinion, though. With that real estate, you're just gonna have lots of problems with shading. Otherwise some dithering would actually help the image. And try some selective outlining to help your shade tones out.

>> No.2707371

>>2705952
Cleavage goes a bit high

>> No.2707372
File: 39 KB, 400x400, tumblr_oe6rqnAGQP1qj15d1o2_400.gif [View same] [iqdb] [saucenao] [google]
2707372

>> No.2707400

>>2706552
>>2706559
thank you

>> No.2707419

>>2707371
Thanks, that's probably why they look off. I was sitting here trying to modify the lower part of the boobs forever, lol.

>> No.2708203
File: 1 KB, 64x96, pav.png [View same] [iqdb] [saucenao] [google]
2708203

vampire

>> No.2708254
File: 94 KB, 254x450, ELF00_00l.gif [View same] [iqdb] [saucenao] [google]
2708254

>>2701298
Yes you are.

>> No.2708262

>>2708254
such practical battle armor. She moves an inch and her cooch is on display

>> No.2708297

>>2708262
and anti-gravity breasts to distract her foes

>> No.2708301

>>2659263
thats sick bro

>> No.2708312

>>2708254

how is something like this created?

>> No.2708326

>>2708254
Now in this one the animation is shit instead. Also, probably impractical, given that the artist couldn't handle volume and form change.

>> No.2708362

>>2708254
That looks pretty good. Did you make it? It would go good as a battle sprite in a turn-based game.

>> No.2710021

>>2695474
Here you go man. Looks like the artist doesn't exclusively do sprite work if at all. Probably just a decent animator.
http://gelbooru.com/index.php?page=post&s=list&tags=774_%28nanashi%29

>> No.2710379
File: 23 KB, 256x64, 1449602743036.png [View same] [iqdb] [saucenao] [google]
2710379

I'm not sure if this is the correct place to ask this but...
A project on /vp/ is in dire need of help. We are looking for someone to make 240x112 special location views like the ones in Fire Red/Leaf Green. We already have spriters for our Pokemon (ones who did pic related) but we need background/location artists.
Please help, with love, Pokemon Clover. :^]

>> No.2710452
File: 5 KB, 240x112, Firered safari zone.png [View same] [iqdb] [saucenao] [google]
2710452

>>2710379
For anyone wondering, he's talking about special map shots like pic related.

>> No.2710500

>>2708362
It's from a hentai game.

>> No.2711793

>>2710379
Blog of the project? Just curious.

>> No.2711818

>>2711793
We don't have a blog, only a discord.
We used to make threads on vp frequently, but a lack of substance and contributors slacking/leaving the project, has slowed thread production down significantly

>> No.2712026

>>2710500
which?

>> No.2712030

>>2712026
Nevermind it's RJ140426 from dlsite.

>> No.2712808
File: 16 KB, 212x203, sprite_punch.webm [View same] [iqdb] [saucenao] [google]
2712808

Is there a way to keep selections pixelated in SAI after I use the transform tool? Being able to rotate segments would be a lot easier if I didn't have to keep drawing them.

>> No.2713230

>>2712808
By using a program that's actually made for pixel artwork.

>> No.2713608
File: 16 KB, 455x362, su pumpkin doggo.png [View same] [iqdb] [saucenao] [google]
2713608

This is an avatar I've made for a friend. It's this pumpkin pupper: https://www.youtube.com/watch?v=l0Seh9WDG2M
Is there anything I should fix?

>> No.2713638

>>2647727
who gave you the credentials, jerkface?!

>> No.2713691

>>2712808
Not in SAI, as far as I know. You could try RotSprite.

>> No.2713699

>>2684032
I don't see much pixel art going on, this could easily be done in a higher resolution. You probably have to be a good animator above all else to do stuff like that.

>> No.2713742

>>2713608
It's nice. Blog?

>> No.2714040

Hello, is there any charts for begginers/newcomers to pixeljoint? ala djt style http://djt.neocities.org/

>> No.2714077

Isn't it about time to make a new thread?

>> No.2714090

>>2714040
like this?
http://pixeljoint.com/forum/forum_posts.asp?TID=11299

>> No.2714347

>>2695609
That's pretty great

>> No.2714354

>>2713742
Thanks, but I don't have a blog yet.

>> No.2714538

>>2649413
This reminds me of those pivot animations made by the advanced/elites.

>> No.2714608

>>2714040
How about reading the OP.

>> No.2714730

>>2682739
You're using the wrong filter to scale them 2X

I suggest looking into photoshop scaling. I think it was called bicubic to the nearest neighbor. It will look clean when you scale them.

>> No.2715016

Any youtuber who records himself? https://www.youtube.com/playlist?list=PLW3C1_2FMmE3kg5-0zHsueftDs69KBVRl

>> No.2715019
File: 63 KB, 1092x781, 9f880e7936a5ef7e5adf7fbb3cb04565[1].png [View same] [iqdb] [saucenao] [google]
2715019

>>2647638
>As usual I will gladly accept any suggestions about what could be added and changed about the text and links from the current OP.

It lacks of a list of software for pixel art.

>> No.2715656

>>2715019
Gotcha, I'll add one for the next thread.

>> No.2715674

NEW
>>2715672
>>2715672
>>2715672
>>2715672

>>2715019
>>2715656
Did as you asked.