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/ic/ - Artwork/Critique


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File: 462 KB, 1024x768, edge2_1.jpg [View same] [iqdb] [saucenao] [google]
5154065 No.5154065 [Reply] [Original]

Soooooo have you heard of this one?

http://takabosoft.com/edge2

It's what Yumurama uses https://twitter.com/yumurama

Also i couldnt find the old thread number.

>> No.5154078

>>5154065
We already have one
>>5141940

>> No.5154082

>>5154078
>No schizo
Who are you kidding, anon? That's kind of disrespectful to the medium.

>> No.5154113
File: 16 KB, 384x469, marron.png [View same] [iqdb] [saucenao] [google]
5154113

>>5154078
>>5154082
dont respond to the bait anon.

>> No.5154114
File: 14 KB, 250x224, 130CD1E1-0820-4369-80C9-CF0A449E8FD6.jpg [View same] [iqdb] [saucenao] [google]
5154114

>>5154113
OOOHHHH UGGHH

>> No.5154179
File: 34 KB, 1260x1832, EjxaUqgWoAcEIC1.png [View same] [iqdb] [saucenao] [google]
5154179

>>5154113
this isnt even the finished version tough.

>> No.5154180
File: 9 KB, 512x512, dotpict_20210123_021439.png [View same] [iqdb] [saucenao] [google]
5154180

>> No.5154255
File: 9 KB, 512x512, dotpict_20210123_033205.png [View same] [iqdb] [saucenao] [google]
5154255

>>5154180
I tried to be more dynamic

>> No.5154268

Is that software in English?

>> No.5154546
File: 2 KB, 64x64, icons.png [View same] [iqdb] [saucenao] [google]
5154546

>> No.5154576

>>5154065
Who cares, the software wont make you better since the tools required are simple as shit and every software has them.

>> No.5154581

>>5154576
It's not about 'making you better', just ease of use. You make the same image in any old software, but not having a proper dithering tool/brush means it'll just take at least twice as long.

>> No.5154593

>>5154581
OP is a retard who has no idea you can also dither in perspective using different patters so using an automated dithering tool is a /beg/ move.

>> No.5154718

how does edge2 hold up against other programs?
i can't see how this might be preferable to aseprite it looks clunkier and older even.

looking at yumurama it looks like their art is plenty achievable in other programs

>> No.5154749

>>5154065
Superior Japanese software

>> No.5154863

>>5154268
sadly, no, too obscure, but damn does it lool interesting

>> No.5154911
File: 87 KB, 194x90, droidphin_by_orkimides-d6lhmgd.gif [View same] [iqdb] [saucenao] [google]
5154911

>>5154065
>Stylized thread
>everybody just drawing anime-waifus/coomer crap

>Pixel Art thread
>everybody just drawing pixel waifus/pixel coomer stuff

God i fucking hate /ic/ during this generation. Do kids really ruin it THAT bad? Because when /ic/ was filled mosly with 20+something anons it wasn this level of coomer autism

>> No.5155153

>>5154863
Looks interesting, but you can always use graphics gale or grafx2.

>> No.5155263
File: 4 KB, 972x192, a.png [View same] [iqdb] [saucenao] [google]
5155263

Exploring the body shapes for my game, in a 45 degrees angle, I liked number 10, but it's big, will probably take too much time to animate, and larger enemies will naturally be bigger that this body.

>> No.5155440

>>5154911
nice dolphin

>> No.5155764

>>5155263
yeah ... that's meaningless without context to scale. pixel work is very context-dependent. you're pretty much wasting your time until you've defined the pixel dimension of your character(s) and make sure it's consistent throughout the entire game. imagine being 90% finished with a game just to find out a character might be better 2 pixels taller/shorter/wider/thinner and you have to redo all your animations over again, after that you'll understand why so many game devs migrated to 3d in the late 90s/2000s.

>> No.5155807

>>5154078
Why you guys do him like that? The schizo makes a pixel thread and you go ahead and make another one. It's like that scene from invader zim where the kids avoid sitting next to Dib on the bus. I've seen this type of behavior before where someone makes a thread and someone goes along and makes the same one but people start flocking that one instead. I don't get it, is this suppose to be rude or what because at least the schizophrenic guy made a thread for everyone to post their pixel art drawings in there besides his but since nobody is posting in there everyone wants to be the bully and ignore it, it's only him who is dumping his drawings. I feel like there is a form of bias going on because what he is posting isn't "pixel" art in the eyes of actual pixel artists but at least the "schizo" guy is trying. I too would be resentful if I have seen people act like this towards me and wouldn't want to interact with art people at all if you're going to be like this. It's messed up.

>> No.5156103

>>5155263
13 for adult, 12 for child, and 5, 10 for special characters is what I would personally pick anon

>> No.5156104

>>5154911
Welcome to the future of /ic/

>> No.5156127

>>5154911
its always been this bad, what are you a fucking newfag?

>> No.5156325

>>5155807
This. It's immature crabbing. Though, if Schizo is looking for valuable critique I'm not sure he will be able to find it here.

>> No.5156376
File: 3 KB, 96x64, marks.png [View same] [iqdb] [saucenao] [google]
5156376

>> No.5156382

>>5155807
It's specifically the OP. If someone sees that in the catalog or clicks it and sees the first few posts they'll not take it seriously, and if the actual pixel art is supposed to cohabit the thread there's a high likelihood that many people would simply think there's no serious pixel artists on the board.

>> No.5156589

>>5155807
something tells me that you haven't been around the schizo threads long enough.

>> No.5156614
File: 32 KB, 900x600, Megaslug.png [View same] [iqdb] [saucenao] [google]
5156614

Megaman 2 x Metal Slug

>>5154911
Why do you think most retards get into "art" nowadays? Cause they've seen animu :O poggers
>>5156376
Anon please resize your art before posting it.

>> No.5156663

>>5156614
Why inflate it? It's the correct scale.

>> No.5156679

>>5154911
>complains about kids in a pixelshit thread

>> No.5156756

>>5156663
So we can see it better, you just x4 scale it

>> No.5156771

>>5154911
You're on a ripoff Chinese cartoon site, where the hell do you think you are?

>> No.5156862
File: 4 KB, 384x256, marks-export.png [View same] [iqdb] [saucenao] [google]
5156862

>>5156756
I dunno; a lot of stuff looks way worse bigger. Getting things to blend even though you're cheating a little seems important, and when it's enlarged you can't cheat as much.

>> No.5156938

>>5156862
Ofc it looks worse when its bigger because you cant hide your mistakes, but thats how u improve, facing your mistakes and fixing them rather than hiding them.

>> No.5156959

>>5156938
I don't believe them to be mistakes, I think you're looking at the medium incorrectly. Dithering just looks fucking bad when you can actually see it; it only works when it is perceived as an actual gradient. For example the diamond looks like it's lit properly to me at scale, but the strict lines when it's blown up look bad. I don't think any pixel art is immune to this.

>> No.5157016

>>5155807
I prefer to not go to the thread with the schizos

>> No.5157081

>>5156959
But you are here with other artists who understand these concepts you retard, we want to see how its built more than how it looks from far away, people here are not here to suck your cock, and yes you have fucking mistakes with the shield for example that i wouldnt be able to point out if they were small like shit, if you want to "hide" your art from critique you are probably in the wrong place, idk wtf you are trying to say or understand but i cant care less since you are a beg at pixelart, but here is a tutorial for metal: https://imgur.com/a/2Eag9gH and also look into HUE shifting. Also idk which one is the diamond but i assume is the purple one, bad lighting there also. Im gonna say it again and maybe u will understand it this time, OFC THEY LOOK WORSE on a bigger scale but after you have enough experience with the medium your eye understands the restrictions and how it will look zoomed out but to get to those principles its easier to see them zoomed in. Its like you are telling me you fucking draw pixelart zoomed out,

>> No.5157091

link to the last theard: >>5125461

>Older Threads
>>/ic/thread/S3382872
>>/ic/thread/S3483299
>>/ic/thread/S2899507
>>/ic/thread/S4909386
>>/ic/thread/S4947695
>>/ic/thread/S5007775
>>/ic/thread/S5077629

> Rules:
- No binary art, pixel art only
- Porn is fine
- Don't feed schizoposter

> Resources
How do I learn pixel art ?
Where do I learn those things?
What software do I use ?
Where can I share my work ?

Check this out
https://pastebin.com/BK9s37m7

# TOOLS
http://graphicsgale.com/
https://www.getpaint.net/
https://www.aseprite.org/
https://www.piskelapp.com/

# TUTORIALS
https://lospec.com/pixel-art-tutorials
https://pixeljoint.com/forum/forum_posts.asp?TID=11299
http://pixeljoint.com/forum/forum_posts.asp?TID=24744
https://saint11.org/blog/pixel-art-tutorials/
https://twitter.com/Sadface_RL


# COMMUNITIES
http://pixeljoint.com/
http://pixelation.org

>> No.5157168

>>5156376
>>5156862
good shit

>> No.5157170

>>5157081
Not him, but an individual piece of pixel art can definitely have an intended size to be displayed at and look worse at other sizes.
Art relying on dithering usually looks best at 1x or 2x but might look noisy at 8x.
The "indie hipster" Sword and Sworcery style with 1 px wide legs looks bad at 1x but fine at larger scales.

>> No.5157227
File: 31 KB, 256x128, UI-RaidTargetingIcons.png [View same] [iqdb] [saucenao] [google]
5157227

>>5157081
Seems like you got your jimmies rustled, but they're not supposed to be metal and the lighting should be correct on all of them because it's directly copied. The hue shifting I know is off, particularly with square and star, but I don't care to learn color theory right now so I just used what was in the palette I've been working out of.
I thought they were widely recognizable but maybe not.
My bigger concern was the lines on panties, which I struggled with, and the color transitions on condom and square.

>> No.5157259
File: 2 KB, 300x68, study.png [View same] [iqdb] [saucenao] [google]
5157259

Just want to share the method I'm been using to study pixel art, I focus on the silhouette, shapes and values, then I finish it by drawing something using the colors of the sprite.
I use this along side copying and just drawing my own stuff, however, I don't know how effective this might when studying full pieces, tilesets, effects or animations, if someone have any advice for studying anything other than sprites, I would be grateful.

>> No.5157593

>>5157170
>>5157168
>>5157227
Enough proof that the pixelart thread from IC is 95% full of /begs/ and complete retards who are /begs/ and open their mouth without having an ounce of what they are talking about. OP already explained to you its not how about it looks zoomed in. I want to believe all 3 of you are the same person trying to jerk itself off.

>> No.5157663

>>5157227
>i directly copied something stylized from 2D digital art to a different medium so it must be "correct".
>>5157170
Here you go >>5154740

>>5157593
Based, i wont even try to argue or explain any further, they are just too retarded, thinking pixelart is a shortcut to becoming a good at some kind of art or something.

>> No.5157783

>>5157593
Where in the OP does it say you must be a professional pixel artist to post in this thread?

>> No.5157904

>>5157783
>>5154740

>> No.5157982

>>5154065
>edge2
What does this have over, say, Aseprite?

>> No.5158001

i'll stay on grafx2 till the day i die nigga

>> No.5158005

>>5157982
For the look of it, seems that this app is less focus on the bait hip look to attract ''spriters'' and instead has a more traditional 2000s UI with options like palette customization and more direct control of your sprites on that regard.

>> No.5158034

>>5158005
>UI with options like palette customization
Oh yes, i guess no other software has this
> bait hip look to attract ''spriters''
>a more traditional 2000s UI
So it baits retards who want to feel special and offers less tools?Great, but why did you even opened your subnigger mouth?
Your response makes no sense, you are not ready to get out, go back to >>5154740

>> No.5158040

>>5154911
This is really comfy anon, looks like something from a cool indie game.

>> No.5158096
File: 2 KB, 400x400, Zeno.png [View same] [iqdb] [saucenao] [google]
5158096

>> No.5158172

>>5155807
Because I want to see actual fucking pixel art and not what the shizo guy cranks out. If he and some like it, great, but don't push this enabler stuff on everyone else who like to see quality.

>> No.5158177

>>5155807
I love our resident schizo and all but he posts nonstop scribbles, I'd rather get to see work that people actually put time into.

>> No.5158190

>>5154911
>>5156614
>>5157259
Except for 3 things the whole thread is full of garbage.

>> No.5158202

>>5158172
>Because I want to see actual fucking pixel art and not what the shizo guy cranks out
sounds like you're bias and against mentally ill people who try their best to get through life

>> No.5158211

>>5158202
4chan is an anonymous website. If someone can tell who you are, you're the problem.

>> No.5158241

>>5158202
He can do what he want, if he wants to post in his containment thread, fine. But don't expect everyone else to stand there clapping just because he's doing his best. On this site everyone subjects to the same rules and noones going to hand you a participation trophy because you post something that was drawn with pixels but is no actual pixel art.
Also, I've worked with mentally ill people for several years so if anything, I'm positively biased towards them and I accept them on the same level as other people. And with that comes judging them on the same level when they do fuck ups.

>> No.5158253

>>5158202
Half this fucking website is full of mentally ill people. Where do you think you are?

Schizopixel can do whatever he wants but I'm sick of trying to post in his threads, you try to get critique in there or discuss anything and you have to wade through a sea of scribbles. Before you know it thread is at bump limit and he's filling up another one.

He's free to spam his scribbles in peace and I'm free to post my shit in a thread without him.

>> No.5158375
File: 23 KB, 400x400, frogo spin.gif [View same] [iqdb] [saucenao] [google]
5158375

>>5154065
thoughts?

>> No.5158377

>>5158375
Push your values more. He doesnt read well as a thumbnail. Looks like mush.

>> No.5158445

>>5157081
>>5157593
>>5157663
Amazing, seems like the scribble schizo isn't the only schizo in these threads.

>> No.5158500
File: 6 KB, 867x282, compilation.png [View same] [iqdb] [saucenao] [google]
5158500

>> No.5158628

>>5158034
t. ashitprite user

>> No.5158646
File: 8 KB, 160x144, ball bounce.gif [View same] [iqdb] [saucenao] [google]
5158646

How does this look? I'm not really sure how much the ball should morph as it hits the ground and rebounds. Is there some reference I can use? I also think it might stay on the ground a tad too long but don't really know.

>> No.5158683

>>5158646
It looks like its made of jelly. Have you read the animators survival kit book? Good stuff about timing in there.

>> No.5158787

>>5158683
I haven't read anything. I tried reading some basic art books years ago and they were all fucking awful. I've also heard that video game animation is very different because of the need for responsiveness but I'm not really sure how true that is.
Do you have any specific advice?

>> No.5158915

>>5155807
t. Schizo

>> No.5158943

>>5154179
that left arm/elbow is doing something funky

>> No.5158948

>>5154065
>Click the link
>It's porn but as pixel art
This board man lol

>> No.5158949

>>5154179
>That anatomy
>Those broken arms
>That coomer's depiction of running (legs together, ass cheeks bulging)
lol

>> No.5159003

>>5158949
niggah is literally drawn from a screencap of the show.

>> No.5159085

Tried using this, where the fuck is the eraser tool or am i retarded

>> No.5159125

Maybe I lived in a cave but what's a schizo?

>> No.5159138

>>5158948
yeah, we need more vent threads

>> No.5159303
File: 3 KB, 168x68, dithering.gif [View same] [iqdb] [saucenao] [google]
5159303

>>5156376
>>5156862
>>5157227
Some unsolicited advice: if you make the dither patterns less horizontally/vertically symmetric and try to organize the patterns in ways that make the transitions between different levels less immediately obvious, it usually ends up reading a lot better. You may also want to avoid placing lone pixels from dithering patterns where they might make a different shape read less well.

>> No.5159367
File: 3 KB, 600x400, Hilda.png [View same] [iqdb] [saucenao] [google]
5159367

>>5158096
Here is another one

>> No.5159421

>>5159303
>the lighting should be correct on all of them because it's directly copied
Shit advice, it was already PERFECT since its directly copied :O
I hope you see this and shut your beg mouth the next time.

>> No.5159427

>>5158628
actually paint net, man we have a \beg\ containment breach!
>>5158555
>>5158555
>>5158555

>> No.5159453

>>5159421
post your pixels and/or take your meds

>> No.5159463

>>5159427
stop shitposting

>> No.5159474

>>5159303
It's not unsolicited; I posted it because I wanted feedback. Thanks, condom in particular looks much better that way I think.

>> No.5159567
File: 126 KB, 1280x232, AEB74F3C-ACC2-46CC-B6D6-E206BD2978DC.jpg [View same] [iqdb] [saucenao] [google]
5159567

I thunk this counts as pixel art but just physical instead of digital, still gotta finish it’s clasp but he’s been released from the loom

>> No.5159987
File: 80 KB, 2350x385, lineup animort.png [View same] [iqdb] [saucenao] [google]
5159987

please rate. I can post units individually on demand

>> No.5159990 [DELETED] 
File: 20 KB, 679x99, lineup demutant.png [View same] [iqdb] [saucenao] [google]
5159990

>>5159987

>> No.5159997
File: 55 KB, 2265x483, lineup.png [View same] [iqdb] [saucenao] [google]
5159997

>>5159990

>> No.5160001 [DELETED] 
File: 14 KB, 679x99, lineup veggie.png [View same] [iqdb] [saucenao] [google]
5160001

>>5159997

>> No.5160005
File: 43 KB, 1716x257, Screenshot_3.png [View same] [iqdb] [saucenao] [google]
5160005

>>5159990
bigger

>> No.5160013
File: 29 KB, 1601x250, Screenshot_4.png [View same] [iqdb] [saucenao] [google]
5160013

>>5160001
idem

>> No.5160119

Out of 10, left to right:
>>5159987
5 2 3 2 6 6 8 7 1 2 3 8 7 4 3 6
>>5159997
1 7 5 4 5 8 3 6 2 10 6 7 4 6 7
>>5160005
2 7 3 9 4 3 9 4 5 7 2 2 8 8 5 1
>>5160013
1 6 5 3 2 3 7 3 5 4 4 8 2 7 7 5

However -100 for using fake pixels, don't ever do that. It just looks fucking terrible and seriously hurts every aspect of your work.

>> No.5160234
File: 3 KB, 160x144, road.png [View same] [iqdb] [saucenao] [google]
5160234

Thoughts?

>> No.5160428
File: 3 KB, 400x400, Flint.png [View same] [iqdb] [saucenao] [google]
5160428

>>5158096
>>5159367
Another one
Feel free to give any advice for this one

>> No.5160502
File: 1 KB, 400x400, Gin2.png [View same] [iqdb] [saucenao] [google]
5160502

>>5158096
>>5159367
>>5160428
Gonna keep make these

>> No.5160569
File: 1.17 MB, 512x512, Metal.gif [View same] [iqdb] [saucenao] [google]
5160569

>>5160428
also look into hue shifting

>> No.5160591
File: 2 KB, 400x400, Finwen.png [View same] [iqdb] [saucenao] [google]
5160591

>>5160502
Final one for tonight

>> No.5161028

>>5160234
green phosphorus.

>> No.5161086

>>5160119
>fake pixel
dude it's a shitty screenshot to show on a Kurd orange peeling technique IRC, what you on about ?

>> No.5161174
File: 1 KB, 220x60, Sprite-0002.png [View same] [iqdb] [saucenao] [google]
5161174

>>5161086
The base 'pixel' size is a nine pixel square and quite inconsistent. So instead of having to worry about things being smaller than that and actually dealing with it, you just don't use a full 'pixel'. But it looks really fucking disjointed and off. Here's some examples.
You might just think that the blocky/large square 'style' looks better, but you're fucking wrong.

>> No.5161193
File: 17 KB, 540x420, RedBackground.png [View same] [iqdb] [saucenao] [google]
5161193

>>5154065
Studied some guy on how he does clouds, here is the result

>> No.5161242

>>5161174
What the fuck dude ? I just draw using pixels, one by one. My sprites are about 100x50 pixels, I don't "choose" the size, it's a pixel.
And yes , when I zoom in Photoshop it's distorded, but if you can't understand that your a dense moron

>> No.5161255

>>5161242
Yo is this dude fucking retarded? You are either a big retard who does it with a square brush or you dont know how to x2 x3 x4 x5 x6 etc scale ur artwork

>> No.5161266
File: 3 KB, 220x217, behinf.png [View same] [iqdb] [saucenao] [google]
5161266

>>5161255
stay mad

>> No.5161308

>>5161255
I can't tell; he's either actually borderline mentally retarded or trolling. He's clearly not receptive to any kind of feedback though.

>> No.5162101
File: 3 KB, 325x520, robo.png [View same] [iqdb] [saucenao] [google]
5162101

>>5154065
i don't know shit about pixel art

>> No.5162269

>>5160591
>>5160502
>>5160428
>>5159367
these are really great!

>> No.5162389
File: 4 KB, 160x144, roadmine.gif [View same] [iqdb] [saucenao] [google]
5162389

>> No.5162473
File: 15 KB, 2600x400, Legendary Heros.png [View same] [iqdb] [saucenao] [google]
5162473

>>5160591
Here is the entire group

>> No.5162560

>>5157091
>https://pastebin.com/BK9s37m7
Do I really need to learn how to draw to make pixel art?
I just wanted to make some assets.

>> No.5162580

>>5162560
To make good pixel art you need the same knowledge. You need a completely different set of physical skills though. You can make low quality assets easily, but if you want them to look good either invest a lot of time or pay someone else.

>> No.5162598

>>5162560
Post examples of what you want to make.

>> No.5162608

>>5162580
>You can make low quality assets easily, but if you want them to look good either invest a lot of time or pay someone else.
I see, I would pay for it if I weren't deving as a hobby. I'll try to keep motivated, or maybe spare some bucks.
>>5162598
Metal-slug tier.

>> No.5162611

>>5162608
Also, if it is really mandatory to learn how to draw to make good pixel art, until which point should I focus on drawing?

>> No.5162615

>>5162611
You don't ever have to physically draw. You just need to learn the same concepts.

>> No.5162631

>>5162608
>>5162611
Personally, unless you really want to make a pixel art game, or you have some hardware restriction, you should move to 3D, it gives you better results in a short period of time compared to pixel art, and you can make "pixel art" using 3D models and shaders.
If you want to make pixel art assets, you should learn the fundamentals and study from other pixel art, see >>5157259.

>> No.5162646

>>5162631
Not a pixel art game, but a 2D one, and pixel art seemed the way, I'll give some thought about it.
Thanks.

>> No.5163170

>>5162608
Im the guy who made the Metalslug x Megaman 2 drawing.
You need to get really good at shading in general if you want to make metal slug tier shit, and also if you make them for a game by yourself is almost impossible unless if you are ready to spend at least 2 years.
Look at my drawing
>>5156614
It took me 6 days, 4 for the lower body of the tank guts that i made it in an authentic metal slug style and 2 for all the rest.

>> No.5163526
File: 22 KB, 1280x720, BunnyFarm.png [View same] [iqdb] [saucenao] [google]
5163526

>>5154065
Grinding daily :^)

>> No.5163696

>>5163526
that box is offensively bad

>> No.5164296
File: 22 KB, 1280x720, BunnyFarm.png [View same] [iqdb] [saucenao] [google]
5164296

>>5163696
Did you mean the HUD? Yeah, i rushed shit at the end because i was tired and just wanted to finish it, improved it a bit.

>> No.5164404

>>5163170
>You need to get really good at shading in general if you want to make metal slug tier shit
Oh, thanks, I'll keep that in mind.
Also, nice one, didn't see it while scrolling the thread, I'm a sucker for the heavy metal-slug style.

>> No.5164576

>>5163696
This is what IC does, we have only 2 or 3 good pixel artists posters and they get shit without constructive criticism or ignored. And then we have these kind of retards.
>>5162269

>> No.5164767

What features would you like to see implemented? http://yanrishatum.ru/pj/dev/

>> No.5164831
File: 25 KB, 336x384, 14-CrestTalking.gif [View same] [iqdb] [saucenao] [google]
5164831

I animated this last night. Are my major mistakes pixel art ones, or just fundamental artistic ones? I never managed to get it looking right.

>> No.5164912

>>5164831
trash, shit, garbage and oekaki

>> No.5164969

>>5164912
it's bad but it's not oekaki
it's just classic beginners bad pixel art
>>5164831
both.
You basically need to learn how to draw.
painting traditionally or digitally to help learn the shapes of the face would help immensely but please, if you're going to do pixel art don't band your highlights or shadows in another color and make sure your lineart isn't so dog legged jagged.

>> No.5165087
File: 25 KB, 565x561, file.png [View same] [iqdb] [saucenao] [google]
5165087

wip

>> No.5165091

>>5162101
As with any art and skill, it can be learned and improved, so don't give up anon. I'd recommend learning the basics of drawing first and jump into pixel after that.
You can do it, anon.

>> No.5165239

>>5164576
Calm down dude, im not even mad, is just IC and how they act, IMPLYING anyone from this thread could make me feel bad when they are all beg tier

>> No.5165249
File: 6 KB, 400x400, Sprite-0002.png [View same] [iqdb] [saucenao] [google]
5165249

I am trying to get better at hue shifting with this one. What do you guys think?

>> No.5165259
File: 26 KB, 570x800, Tutorial.png [View same] [iqdb] [saucenao] [google]
5165259

>>5165249

>> No.5165266
File: 38 KB, 250x180, rotating_robohead.gif [View same] [iqdb] [saucenao] [google]
5165266

I want to make a simple pixel game, so I need to learn how to animate. For my first animation study I made a rotating robot head. How did I do? Tips relating to animation would be GREATLY appreciated.

>> No.5165280

>>5165259
While this is helpful, I was looking for more specific advice. You know.. like if I needed to use more or less colors or maybe shift the hues a bit further apart from each other to get a better result

>> No.5165298

>>5165280
Get the darker shade of red closer to purple
Get the lighter shade of green closer to yellow, the blue and the outline are nice
The pale dead yellow doesent go too well with that orange

>> No.5165301
File: 25 KB, 250x180, rotating_robohead2.gif [View same] [iqdb] [saucenao] [google]
5165301

>>5165266
Obligatory minor changes I noticed I wanted to do right after I posted this (also a bg)

>> No.5165302

>>5165249
The other anon gave good advice but I think the form itself looks really cute

>> No.5165303

>>5165266
First learn to draw pixelart then focus on animation, because animations vary depending on the style you are going for.

>> No.5165305
File: 5 KB, 476x441, futuresoldier.png [View same] [iqdb] [saucenao] [google]
5165305

>>5165303
Pic is my level of pixel art atm. What would it take to animate something like this? It was overwhelming when I tried, so I went for a simple head first (plus I wanted something I can use to figure out the direction facing stuff code-wise)

>> No.5165313
File: 70 KB, 689x621, ccccccccccccccccccccccccc.jpg [View same] [iqdb] [saucenao] [google]
5165313

>>5165305
I mean, its like asking what would it take to draw.
There are different ways and styles on how to animate shit, just look on google at walking cycles animations in pixelart and pick one that you like and study it, break it down and experiment.
>>5160569
also metal tutorial i posted on this thread, might help u

>> No.5165651
File: 77 KB, 480x480, slime.gif [View same] [iqdb] [saucenao] [google]
5165651

how is it?

>> No.5165921

>>5155263
9 oozes soul

>> No.5165986
File: 38 KB, 609x628, pep.jpg [View same] [iqdb] [saucenao] [google]
5165986

>>5165651
Incredible. I could watch this all day, hallmark of good pixel anims.
Shading with the highlight color is messy and hugs edges. I would simplify it to a single point light source.
I would also outline the whole piece instead of just the bottom.
>>5165305
If you want to animate this you should simplify it, but as is now you can get away with the classic 4 frame keyframe only RPG walk cycle (left foot - return - right foot - return).
You are skilled enough to do this so don't sweat it.
>>5165249
Misunderstanding of hue shifting here. It's not simply used in building palettes, elements in the piece should visibly be hue shifted. It's not a compositional element to strengthen color interactions like color harmonies are but how light acts in real life altogether.
Skin palette is hue shifted technically but you don't use those shades in actual skin, leaving it bare. Likewise, red-yellow palette is two entirely independent elements. The palette itself is shifted but the wings are not/barely. Palette is used also on the feet but wings and feet don't share shades, it is unnecessary to have them in the same palette at all.
Only truly hue shifted elements here are hat feathers and feet, and some shadows. Hat looks good but feet have strange lavender pixels.
Also, green-cyan-blue tips of feathers don't continue the feather seperation that exists on red parts above.
>>5164831
Fundamental. Adaptation into another art medium would look on par.
Keep learning, keep practicing.
>>5164296
Not bad. Really nice clouds.
Clinical, lacks texture especially on the house and sky. Very "safe" overall, I could call it the default "Twitter" pixel art post with mock game UI, strong purple hue shifting and lack of texture.
Get messier with experimentation. More bombastic UI and not just squares, have the crops be giant and emphasized if it's a farming game, big sweeping clouds that cleave the sky, so on.
Also while making tall grass think of hair - use clusters.

>> No.5166116

>>5165986
Anon, is obviously supposed to be game art, how can you say it lacks "texture" on the sky when the backgrounds need to be simple as it gets compared to the assests and so the UI for these type of games. Bigger clouds? Imagine staring at so much white playing a farming/adventure game. Bigger grass in clusters? I would have to use outline for clusters that would interfere with the fence+no point of putting accent on the grass when its not an important thing, only important interactable things get outlined. Anon, game art comes hand in hand with game design, this is not your average show off drawing. The only good critique you gave me was to make the crops bigger, anyway thank you for taking the time to give feedback to so many people.

>> No.5166376

>>5166116
Firstly it's great you're actually making it a game. Already puts you way ahead.
>is obviously supposed to be game art
I promise, it's really not. It does look like a prototype game mockup or, again, a one-off Twitter post.
>how can you say it lacks "texture" on the sky when the backgrounds need to be simple as it gets compared to the assests and so the UI for these type of games
For a -farming- game? On the contrary, this is exactly the place to flex art skills. You aren't constrained with utilitarianism and clear readability.
>Bigger clouds? Imagine staring at so much white playing a farming/adventure game.
Great point I hadn't considered, since didn't know it was an actual game. But then you also want to tone sky's blue down.
>Bigger grass in clusters? I would have to use outline for clusters that would interfere with the fence+no point of putting accent on the grass when its not an important thing
Since grass is obviously common in games there is an incredible pool of references to look at for pixel art grass properly made. This problem was solved thousand times over in thousand art styles, outlines or not.
Start with connecting ground grass to tall grass, no outline inbetween.

No obligation for you to listen to anyone's criticism, but understand that farming games benefit greatly from well put together art. The common fantasy after all is to own a picturesque, lively farm.
With their art quality Atomicrops and Stardew Valley set the standard. Possible to physically not be able to reach that standard, but look at the dirt piles crops sit in, how they're just brown rectangles with outlines drawn within. You CAN do better than that. Especially as clouds are way harder to draw and you did very well.

>> No.5166390
File: 2 KB, 90x90, lil'knight.png [View same] [iqdb] [saucenao] [google]
5166390

Haven't done any spriting in ages. Tried to limit myself to an hour and a half of work to see what I'd end up with.

>> No.5166393
File: 4 KB, 400x400, lil'knight.png [View same] [iqdb] [saucenao] [google]
5166393

>>5166390
Aw man, it looks like shit at that size. Here it is at 400 pxs

>> No.5166477

>>5154065
>edge2
link isn't going, any others dls?

>> No.5166508

>>5166393
Darker shadows and brighter lights and your good to go.

>> No.5166697

>>5166376
No no, it îs a mock-up, im just trying to get better at making cute assets .
>farming games benefit greatly from well put together art. The common fantasy after all is to own a picturesque, lively farm.
This îs a really great point, but i thought this kind of simplicity makes it look way cuter, i had a different version with more detail but all the people i asked told me this one looks better,more comfortable and more appealing.
Îs the grass really that objectively bad? I really thought it looks good.

>> No.5166717
File: 23 KB, 512x256, ELF CHARS (1)3.png [View same] [iqdb] [saucenao] [google]
5166717

Character icons for a game, anything I can improve upon?

>> No.5166763

>>5166717
That is the most triangular beard I have ever seen

>> No.5166796
File: 53 KB, 650x560, thepast.jpg [View same] [iqdb] [saucenao] [google]
5166796

>>5165986
Thank you anon, you are the best. If it wasn't for your sage advice my level would still be pic related. You don't have to encourage amateurs but you do it anyway. I love you anon

>> No.5166800

>>5166717
I love the last one

>> No.5166876
File: 2 KB, 160x144, mine.png [View same] [iqdb] [saucenao] [google]
5166876

>> No.5167704
File: 260 KB, 800x1000, godzilla.gif [View same] [iqdb] [saucenao] [google]
5167704

>>5154065
wanted to make Godzilla. so i did

>> No.5167944
File: 3 KB, 100x100, fuck rocks.png [View same] [iqdb] [saucenao] [google]
5167944

how to rocks/cliffs?

>> No.5169139

>>5166763
>>5166800
Whew lads, was preparing to see my work mocked, instead got good advice on what to keep. Cheers.

>> No.5169303
File: 8 KB, 400x400, Sprite-0003.png [View same] [iqdb] [saucenao] [google]
5169303

Another harpy lady
Also>>5167704
That looks pretty awesome man

>> No.5169879
File: 25 KB, 776x776, 1212121.png [View same] [iqdb] [saucenao] [google]
5169879

>> No.5169979
File: 50 KB, 600x339, HoundRaw7FINAL.gif [View same] [iqdb] [saucenao] [google]
5169979

>>5169879
Good shit dude.

>> No.5170563
File: 5 KB, 160x144, crossroad.gif [View same] [iqdb] [saucenao] [google]
5170563

>> No.5170611

>>5154113
I'm wathing DBZ through for the first time and it seems like pictures from episodes I JUST FINISHED watching keep showing up in random places online. Not even looking up DBZ stuff. I finished watchign this episode like 2 hours ago and now its here too.

>> No.5170617
File: 5 KB, 198x198, Stubbed Toe Big.png [View same] [iqdb] [saucenao] [google]
5170617

This was for a Binding of Isaac mod

>> No.5170634
File: 17 KB, 557x553, big toe small.png [View same] [iqdb] [saucenao] [google]
5170634

>>5170617
Forgot I had made a smaller version of it also

>> No.5170635

>>5169303
>>5167704
love the clarity of your shapes, but your linework is a bit overwhelming and could use some blending. Nice stuff anon.

>> No.5171572

>>5170617
Looks like something you'd actually find ingame, good job.

>> No.5171926
File: 31 KB, 913x587, file.png [View same] [iqdb] [saucenao] [google]
5171926

>> No.5172734
File: 612 KB, 1024x1024, 136bbe644b40ad9e928d36e7a460c62a.gif [View same] [iqdb] [saucenao] [google]
5172734

>>5166697
I would say it near-objectively can be better but nothing in your piece is objectively bad. Just needs, dare I say more soul.
>>5166796
And thank you too anon. Keep at it!
>>5167944
All about shape appeal. Rock must have rhythm and clear shape definitions to be pleasant to look at. Depending on type I like to imagine them as one big geometric prism - cube pyramic etc - with smaller shape "accessories".
Here is the only rock tutorial I have that isn't dogshit. Note the shape hierarchy of surfaces that face the sky, and their rhythm of big - medium - small whereas your rock is one massive surface and one insignificant one.
>>5166717
Very cool, though dithering is extreme. It has potential though and looks good especially on top right guy, but needs lessening a bit. And hue shifting is slightly lacking.
Might be a story point but should they all be lacking pupils? Does make them look real similar.
Cannot express how much I love pyramid beard guy. Great character design.
>>5169879
Awesome. Though is this a collab? They all look subtly similar and inconsistent in ways like different people drew them.
I think top left's glyphs would look better without outlines or not as much of them.
>>5170617
Though it's been a hot minute since I played the game, I think you nailed art style.
>>5171926
Nice. Highlights should be round since ass is round.

>> No.5172740

>>5172734
>Nice. Highlights should be round since ass is round.
Thanks! That was what's bugging me, will apply it right away.

>> No.5173062
File: 4 KB, 96x128, rocks2.png [View same] [iqdb] [saucenao] [google]
5173062

>>5172734
Thanks for the tutorial. I'm still not happy with them but I think it is better.

>> No.5173092
File: 640 KB, 1600x1600, Seamless stone cliff face mountain texture.jpg [View same] [iqdb] [saucenao] [google]
5173092

>>5173062
yeah that's a pretty dramatic improvement, keep at it. as for the cliffs you asked about before i'd say that it looks like you did "flat brown with squiggles on it" and could benefit strongly from some good old fashioned reference study. pic related is what i assume you're aiming for.

>> No.5173109

>>5173062
Vast improvement. Keep it up.
Also post your work with 2x size, hard to see when so small.

>> No.5173453

>>5155807
This guy puts out a ton of scribbles. Having an extra thread makes sense and is not even bullying. He has his own thread and also get's answers there. He post so much that he definitively deserves an own thread. But if he would post in the pixel art thread, 90% of the posts would be his. So this way we can have a more "normal" (whatever that is on 4chan) pixel art thread and also a thread for him where he gets answers for his pieces.

>> No.5174405
File: 7 KB, 400x400, Bingo2.png [View same] [iqdb] [saucenao] [google]
5174405

>> No.5174881

>>5174405
that looks cute and neat ooks

>> No.5174891

>>5171926
I'ma coming hot doga whoops

>> No.5175416 [DELETED] 
File: 7 KB, 507x939, yzo.png [View same] [iqdb] [saucenao] [google]
5175416

i finally switched from piskel to aseprite

>> No.5175538
File: 6 KB, 160x144, karlin.gif [View same] [iqdb] [saucenao] [google]
5175538

>> No.5175608

>>5175538
Is this an actual game boy game or just a lame pseudo one?

>> No.5175639
File: 599 B, 32x32, 98D3E2BA-CA6C-4DD3-A6C7-E53191348650.png [View same] [iqdb] [saucenao] [google]
5175639

How do I develop pixel art? I tried pixel art for the first time and just randomly scribbled something that looks to me like a wizard holding a staff. How do I take this and develop it further while retaining the soul of the pixel scribble?

>> No.5175653
File: 148 KB, 1501x1507, PNG image 41.png [View same] [iqdb] [saucenao] [google]
5175653

>>5175639
Took it a bit further, but I don’t know what to do now

>> No.5175762
File: 355 KB, 1730x1719, 09F9C0A2-D792-459D-8C78-5024E98C7115.jpg [View same] [iqdb] [saucenao] [google]
5175762

This is an elephant

>> No.5176241

>>5175608
Does it matter?

>> No.5176249

>>5176241
Kinda, yeah? Not very many people willing to put in the effort to make an actual game boy game.

>> No.5176266
File: 19 KB, 640x960, sbrbds big.png [View same] [iqdb] [saucenao] [google]
5176266

>>5172734
>>5171572
Thank you. Here are some others for the mod I never finished. 2 versions of each with minor changes.

>> No.5176268

>>5175653
Have you ever looked at the studio miniboss pixel art tutorials? Might give you some good ideas on what to do.

>> No.5176768
File: 52 KB, 1280x720, DungeonTopDown.png [View same] [iqdb] [saucenao] [google]
5176768

>>5175653
Just learn the fundamentals of the medium and try to polish your piece, pixelart is more like 2D sculpting than drawing.

>> No.5178398
File: 2 KB, 160x144, camp.png [View same] [iqdb] [saucenao] [google]
5178398

>> No.5178461

>>5166717
Soul

>> No.5178523

https://www.youtube.com/c/UntiedgamesTV/videos
https://www.youtube.com/c/MortMort/videos

>> No.5179052
File: 6 KB, 506x932, yzo.png [View same] [iqdb] [saucenao] [google]
5179052

>> No.5179515
File: 3 KB, 559x452, pixlslimne.png [View same] [iqdb] [saucenao] [google]
5179515

I want to play a dungeon crawler

>> No.5181092
File: 2 KB, 96x96, candle.png [View same] [iqdb] [saucenao] [google]
5181092

>> No.5181102

>>5158646
There are too many contact frames. The ball should only be in contact with the ground for a frame or two at most, otherwise it makes the bounce look sluggish and as if the ball was made of jelly as other anon said. Some work could be done on the timing in general, the ball needs to accelerate while falling and decelerate as it ascends, right now it looks as though it is moving at a constant speed. Even a subtle change in speed will help make this motion more believable.

>> No.5181117

>>5181102
Well there is constant acceleration, weird that you don't think there is since I find it quite visible. The contact frames thing I can try more at though.

>> No.5181119
File: 2 KB, 240x240, AutumnYeah.png [View same] [iqdb] [saucenao] [google]
5181119

>> No.5181336

Been getting into pixel art recently. I've just been using graphicsgale. Any advice on software or tutorials? The eventual goal is making shitty games in unity.

>> No.5181381

>>5158949
I can replicate the right arms pose, the left seems more a matter of shading.
At least attempt to see if you can replicate a pose before bitching about it.

>> No.5181451

>>5181117
On a second look, I guess you are right, though personally I'd be inclined to push the speed ramp up and down even further.

>> No.5181613
File: 77 KB, 220x190, Cum New.gif [View same] [iqdb] [saucenao] [google]
5181613

Any thoughts

>> No.5181699
File: 15 KB, 160x144, ball2.gif [View same] [iqdb] [saucenao] [google]
5181699

Tried again. I think the morphing on the ground still seems off though.

>> No.5181705

>>5181699
The first bounce looks okay, the second one still looks kinda the same though

>> No.5181716

>>5181699
I dunno if it's a trick of the eye or something but it look like it's moving too far near the ground. Sort of like the arc is a cos wave rather than like |cos|

>> No.5181729

>>5181705
Yeah I tried two different things to see what worked better. The first one felt so small/muted when I made it but I think it looks the best.

>>5181716
It may be a pixel or two off; it's supposed to go three across each frame but with the transformation on the bounce I could've messed it up.

>> No.5181740

>>5181705
The peaks are pretty close to colinear.

>> No.5181806

>>5175762
Decide if you want to outline it or not.

>> No.5182278
File: 3 KB, 300x310, draft.png [View same] [iqdb] [saucenao] [google]
5182278

I'm brand new to art in general. Been following tutorials for a week. I really want to make a quick animation in time for valentine's day. How do you visualize trying to get the correct "shape" or silhouette of a character?

>> No.5182514
File: 40 KB, 640x360, Sr. Berendhal.png [View same] [iqdb] [saucenao] [google]
5182514

>>5178461
Phew, glad I hate one
>>5172734
Thanks anon. I'm creating a choice based rpg/strategy game, I'm definitely incorporating the pyramid guy.
Any advice for this dialogue screen?

>> No.5182518

>>5182514
>lad I hate one
*have

>> No.5183324

>>5182278
needs a bit more form and the skirt doesnt need that dot pattern, hell the issue is that the legs dont look like they connect properly to the body and the skirt just covers it up.

>> No.5183483
File: 2 KB, 300x310, Naked Draft.png [View same] [iqdb] [saucenao] [google]
5183483

>>5183324
Funny enough the legs are connected but I can't into skirts. I'll keep working on it. thanks!

>> No.5183984
File: 2 KB, 64x64, 64 by 64 practice.png [View same] [iqdb] [saucenao] [google]
5183984

Been fiddling with pixel art for a short while, here's my most recent stuff. Looking for any criticism or where places to learn more.

>> No.5183989
File: 415 B, 32x32, 32 by 32 practice.png [View same] [iqdb] [saucenao] [google]
5183989

>>5183984
Here's what I did yesterday.

>> No.5184001

>>5183989
>>5183984
Can you retards learn once and for all to resize ur work and not spit the bullshit of IT LOOKS BAD IN A BIGGER RES

>> No.5184007

>>5183984
nice postage stamp!

>> No.5184011

>>5184001
This. When I zoom in on their shit it gets blurry on here. How the fuck am I supposed to critique blurry pixel art for ants? Ignore them until they learn to resize for visibility.

>> No.5184015

>>5181699
The second bounce seems like its sticking to the ground too long, like it's a harder ball on the first bounce and on the second bounce it has sticky shit on it or something. What did you do differently between the first and second bounce? Did you hold a frame for too long or something?

>> No.5184033
File: 4 KB, 50x50, desgardes.png [View same] [iqdb] [saucenao] [google]
5184033

Nigga try MSPAINT

sauce: myself

in fact, why not run the entire windows 95 in your browser, open mspaint and your pixel art there for MAD AESTHETIC PROPS

https://win95.ajf.me/

>> No.5184036
File: 21 KB, 2048x2048, 64 by 64 practice big.png [View same] [iqdb] [saucenao] [google]
5184036

>>5184001
Is this big enough

>> No.5184041
File: 33 KB, 2048x2048, 32 by 32 practice.png [View same] [iqdb] [saucenao] [google]
5184041

>>5184036

>> No.5184068

>>5184036
>>5184041
How do you not know how to export at a reasonable resolution? You only need to upscale it 3-4x bigger at most, your software should have it. If your using MS paint you can use Piskel instead.

>> No.5184077

>>5184068
Graphicsgale. I just resampled it by a factor of 64 on the 64x64, 128 on the other. I just didn't what resolution people generally use.

>> No.5184116

please help nothing in aseprite is working besides the gradient tool

>> No.5184161

Can you use only Sai? I have a lot of issues with aseprite

>> No.5184190
File: 10 KB, 430x750, chris2.png [View same] [iqdb] [saucenao] [google]
5184190

>> No.5184226
File: 74 KB, 320x320, behelit 5x no bg.gif [View same] [iqdb] [saucenao] [google]
5184226

Thoughts? It's obviously very derivative but I like how it turned out

>> No.5184589

>>5184226
awesome, I'd make the eyeball white though

>> No.5184671
File: 7 KB, 600x600, 1BIGclr.png [View same] [iqdb] [saucenao] [google]
5184671

>> No.5185079

>>5184671
tone it down on the dithering it looks like she has a disease

>> No.5185897
File: 7 KB, 564x1200, LOCKSCREEN2BIG.png [View same] [iqdb] [saucenao] [google]
5185897

>>5185079
no.

>> No.5187393

>>5185897
damn atleast fix your crunchy lineart, the distracting dithering that makes your shading look uneven is one thing but your line art is atrocious

>> No.5187666
File: 1 KB, 300x300, 978r56ug.png [View same] [iqdb] [saucenao] [google]
5187666

>> No.5187950
File: 3 KB, 520x592, Fakentosh.png [View same] [iqdb] [saucenao] [google]
5187950

I'm fairly new to pixel art, but it's very enjoyable. Thoughts on this?

>> No.5187995
File: 148 KB, 572x564, haanitfuck.gif [View same] [iqdb] [saucenao] [google]
5187995

Haven't seen any pixel art threads on porn boards lately, so I guess this one will do. Requests, anyone?

>> No.5188014

>>5187950

I don't know anything about pixel art but I think it's cute

>> No.5188020

>>5187393
chunky? what are you on about?

>> No.5188430

>>5188020
crunchy.
the fact that your lineart is full of doubled up pixels makes it look crunchy and unappealing like you never bothered to clean it up.
it's either a bad aesthetic choice in that in order to make your lines look thicker you need to make them look consistently thicker all around and anti-alas around curves, or the fact that you have no idea what actually looks good which can easily bee seen even in your skyline not even having consistent diagonal linework.
do you need to be spoonfed the first result on google for help?

>> No.5188454

>>5188430
I actually "doubled them up" on purpose, I didn't know there was a universal standard for pixelart line work? I like hard edges, I don't want to anti-alas my lines. Thanks for the agressive critism tho!

>> No.5189203

>>5188454
>muh style

>> No.5189971
File: 24 KB, 587x864, Untitled.png [View same] [iqdb] [saucenao] [google]
5189971

>>5189203
I mean, I'm trying to get some understanding here, I can do shading without dithering, i know it's a bit garish but i like experimenting with shit. If I DONT double up my "crunchy" lines i feel like they'd look MORE like shit. The image is an example of why i go through and fill inbetween by hand. I'm not trying to make sprites here. Maybe i'm in the wrong thread.

>> No.5189977

Making my own pixel art tool, post your wish list.

>> No.5190097

>>5189971
just look up literally any guide on pixel art so you don't make super dumb mistakes because it looks like shit right now

>> No.5190119
File: 24 KB, 640x400, 527198-love-escalator-pc-98-screenshot-some-moments-are-quite-romantic.gif [View same] [iqdb] [saucenao] [google]
5190119

>>5189971
it's not like there are a lack of people doing pixel illustrations, but also if you want to see examples of effective line weight on larger scales then pc98 games are full of them

>> No.5190245
File: 6 KB, 400x400, Sprite-0002.png [View same] [iqdb] [saucenao] [google]
5190245

>> No.5190739

>>5164296
that looks cure, do you plan to finish it as a game?

>> No.5190743

>>5182514
hey that looks neato.

>> No.5190757
File: 7 KB, 400x400, Sprite-0008.png [View same] [iqdb] [saucenao] [google]
5190757

>> No.5191046

>>5154065
why would anybody use anything besides aseprite?

>> No.5191355
File: 14 KB, 480x432, NIVIN GB Screen1 both x3.png [View same] [iqdb] [saucenao] [google]
5191355

>>5191046
I use CSP actually

>> No.5191732

>>5191355
CSP feels like using slightly better paint tool sai for pixel art personally, sure you can do it but, it it doesn't easily facilitate pixel art.
why choose CSP next to more focused programs?

>> No.5191744
File: 10 KB, 614x504, jjhkljhkjk.png [View same] [iqdb] [saucenao] [google]
5191744

https://mega.nz/file/qPw3hahL#GwaBL7yTXjPvbRuMd5ePxcdAa5Weeg-1z7N4ZjgU9t4
Some of you guys could use this

>> No.5192341

>>5191046
Why not photoshop?

>> No.5192356

>>5191732
You can download a bunch of useful pixel tools.

The only thing that sucks ass is no color/palette indexing ala PS.

Here, lemme shere you what i got.

https://files.catbox.moe/0khar3.rar

>> No.5192716

>>5192341
Different anon here.
Aseprite is open source meaning you can compile it for free. Also, photoshop has a lot of bloat that a pixel artist would never need.
It obviously comes down to personal preference through

>> No.5192732

>>5192716
I mainly use it because of brush tool. Just like to put some vague shapes as guides first and then draw my sprite over them. Especially useful for animation.

>> No.5192748
File: 2 KB, 384x384, subject 03 x4.png [View same] [iqdb] [saucenao] [google]
5192748

>>5192732
Fair enough, do what works for you

>> No.5193114

>>5191046
I use photoshop

>> No.5193880
File: 701 B, 22x42, gnome.png [View same] [iqdb] [saucenao] [google]
5193880

>> No.5194268
File: 258 KB, 800x600, spray-comb.gif [View same] [iqdb] [saucenao] [google]
5194268

One of the attack animations for my rpg maker project.

>> No.5194678

>>5194268
Pretty neat. Clean up the extra white pixels on the left side of the hand on the left.

>> No.5195386

is it safe to say that the pixelart in ms-dos games, on average, looked crusty as shit and more like low res amateur drawings? (obviously there are always exceptions). is it because it had the most titles so there's more bad stuff visible?

then you look at the amiga and there's all kinds of great art, so good in fact that sometimes it actually took away from the game itself because everything was so polished that you couldn't even focus on the important bits. a plant in the background would be just as detailed as an important item in the foreground for example. that's obviously a bad thing.

it seems like people in one platform didn't care about art at all while the other cared too much. (i know the amiga had more colors to work with early on but still even if you just look at the drawings themselves you can still see the difference)

>> No.5195413

>>5195386
I don't think it's system based so much as game based. Different games had different priorities. Wizardry (predating both systems) had some shit art, but I don't think that's so much because it was limited by hardware so much as the art was never considered important.

>> No.5197687

>>5158500
Noice

>> No.5200336

someone make a new thread

>> No.5200396
File: 11 KB, 329x508, morshu.png [View same] [iqdb] [saucenao] [google]
5200396

why does it look so soulless? this is ment to be the first frame of an idle animation, will motion make it any less shit?

>> No.5200963

>>5200396
Its too stiff

>> No.5200994

>>5200396
Try the capcom method

>> No.5201176

>>5200396
lacks any black making the colors blend with eachother

>> No.5201484
File: 17 KB, 316x557, outline.png [View same] [iqdb] [saucenao] [google]
5201484

>>5200963
>>5201176
>>5200994
whats the capcom method?

>> No.5201539

>>5201484
much better. Body seems a little too "orb-y" if that makes sense. Also I loke the old hands better. Legs/feet especially. Great improvement. Keep going.

>> No.5202024

>>5201484
Drawing on Paper, with good proportions (not like the characters in the CDi games were well drawn or constructed anyways), then spriting from there, there are 2 methods, the one when you draw directly on a new layer, with teh original drawing layer shrink for reference, however details might be destroyed and make it a bit diffucult.

Aseprite has an option when you can do a special zoom on the picture when it gets shrink but detail gets retain and gets adjusted at the pixel size, so you can go from there.

The other method is this one (the one i reccomend)

https://2dwillneverdie.com/tutorial/the-making-of-el-zombo/

>> No.5202544

>>5194268
fucken noice

>> No.5204163

>>5187995
Anything with Tressa please

>> No.5204192

>>5202024
Not that anon but I am so trying the zombo method, thanks anon.

>> No.5204309

>>5204192
Just one thing to not, when i shrink the grayscale artwork render to sprite size, i use bilinear instead of bicubic and use a transparent background render to work.

This method works fantastic as well to create graphic tiles and others, but you need to use photoshop for color reduction via color indexing and not going beyound 16 colors, and for character sprites you still need to reshade parts of the sprite/reconstruct stuff for better scanline readibility remember.

>> No.5204619
File: 7 KB, 448x224, 99EB8EAE-B57E-4D83-9FC2-E68D261280CE.png [View same] [iqdb] [saucenao] [google]
5204619

>>5202024
drawing on paper beforehand makes everything much easier

>> No.5204662
File: 6 KB, 702x435, whenhuntgoeswrong.png [View same] [iqdb] [saucenao] [google]
5204662

>>5204163
Which class? Or it does not matter?

>> No.5205386

>>5204662
Default merchant is fine

>> No.5206570
File: 2 KB, 224x224, B0F8F4E4-6765-4208-A90D-28E676D7ADB1.png [View same] [iqdb] [saucenao] [google]
5206570

crit plox

>> No.5206855
File: 13 KB, 1270x1140, HVCU.png [View same] [iqdb] [saucenao] [google]
5206855

>>5200396
>>5201484

I'd recommend you try constructing the figure with more organic shapes, the limbs and body are very geometrical causing the figure to look very stiff.

>> No.5207714
File: 1 KB, 192x128, oozeInDungeon-export.png [View same] [iqdb] [saucenao] [google]
5207714

Is the perspective correct on the hallway here?

>> No.5208717
File: 6 KB, 128x128, dungeon slides.gif [View same] [iqdb] [saucenao] [google]
5208717

tried some more dungeony stuff

>> No.5208931
File: 1.55 MB, 3999x2238, 289B67E8-F47A-401B-A73F-E5869FA7C4E0.jpg [View same] [iqdb] [saucenao] [google]
5208931

>> No.5210796

>>5207714
no but with something like this you can get away with it easier since it just sorta looks like an old fps at high fov

>> No.5210811

>>5181699
First off you're not understanding squash and stretch here. The ball becomes a circle before it's even left the ground again on the second bounce and the whole point of squash and stretch is to help imply motion between frames. I don't know shit about animating with pixel art so idk how obnoxious it is to change that though

>> No.5210819

>>5169979
This is insanely fucking cool, really good job anon

>> No.5210902

>>5210811
>the whole point of squash and stretch is to help imply motion between frames.
could you elaborate please?

>> No.5211152

>>5187950
I like it, but Im a sucker for 80 and 90s Apple stuff. (Fuck modern Apple though.)

>> No.5213408

>>5194268
Reminds me a lot of the Hylics indie game, how absurdist are we talking here?

>> No.5213831
File: 15 KB, 1400x480, Skeletons.png [View same] [iqdb] [saucenao] [google]
5213831

>>5210819
Thanks Anon. This (You) is very much appreciated, usually all of my work gets ignored here and it made me think its not appealing or something.

>> No.5213870
File: 941 KB, 1668x954, 7D40D0E3-F533-4B4D-A52A-00E4D0B00DA8.jpg [View same] [iqdb] [saucenao] [google]
5213870

Need an opinion which colours work best

>> No.5213872
File: 901 KB, 1386x748, E6C0B335-BB4F-4D43-AC3F-4B22019E1F0B.jpg [View same] [iqdb] [saucenao] [google]
5213872

>>5213870
Or these

>> No.5214802
File: 1.02 MB, 480x276, CDFB90FB-01B7-4AAF-8452-EDFEB7CC0B66.gif [View same] [iqdb] [saucenao] [google]
5214802

>>5213872
Update

>> No.5215101
File: 2 KB, 96x96, sbsLjRC.png [View same] [iqdb] [saucenao] [google]
5215101

>> No.5215882
File: 67 KB, 768x765, sobsil2.jpg [View same] [iqdb] [saucenao] [google]
5215882

This is my first character and I want to wrap it up, can I please have some advice on what I can improve on?

>> No.5216241

>>5215882
The dithering is a bit much but I like it. I'd say touch up the arms. It gets a bit messy there.

>> No.5216273

>>5215882
you don't need to dither like that just make a cluster

>> No.5216474

>>5215882
The colors you use have very little contrast in a lot of places, mainly the shading.
I see that you are making use of hue shifting, which is good since you don't see a lot of beginners use that, try looking closer at some simple color palettes and see what happens to the brightness and saturation of the different shades as they go from bright to dark or vice-versa.

and as >>5216241 and >>5216273 have said, it would be better to stick to simpler color clusters for now.

The pose is and anatomy are definitely good, though the hand holding the pistol grip could use some work.

>> No.5216566
File: 1.30 MB, 1024x576, file_2.png [View same] [iqdb] [saucenao] [google]
5216566

I only recently found this piece of orgasm here in /v/ and it left me with many questions.
I'm a beginner in the pixel art world, only have little experience with Pixelorama.

1. This doesn't feel like SNES age pixel art, more like if the game was made for PS1 and newer. Is this pixel art, or is there another name for this style?
2. I know I can even use paint to create something like this, if I do pixel by pixel. But that's very time consuming. Is there a more time efficient way to make images in this style?

>> No.5216650

>>5216566
You could make it in 3d and then render it with pixels.
https://www.youtube.com/watch?v=cLnyKRfBFsQ
https://www.youtube.com/watch?v=2EdTZv17IgI
https://www.youtube.com/watch?v=AQcovwUHMf0&t
https://www.youtube.com/watch?v=b8ldjWfXicg

>> No.5216679

https://online-courses.club/pixel-art-master-course-beginner-to-professional-freelance/ Is this a good course?

>> No.5216931

>>5216650
That's super interesting! Thank you very much.

Do you have experience taking this route? Does it save time? Or "it doesn't matter which way you go, you always have to be skilled in the tools you use and have knowledge of how to make 2d pixelated" to be time efficient?

>> No.5216967
File: 206 KB, 932x598, TressaTheMerchant.gif [View same] [iqdb] [saucenao] [google]
5216967

>>5204163
Here you go, anon.

>> No.5216969

>>5216967
N

>> No.5217226

>>5216969
ICE

>> No.5217306

>>5216241
>>5216273
>>5216474

Thank you for the feedback. I'm going to strip all the dithering off and re-work the colours, and then improve the shading. Appreciate the input

>> No.5217428

>>5216967
OR here, thank you so much! It's a nice edit. And shortly after Triangle Strategy gets announced too

Do you have a twitter or gallery somewhere?

>> No.5217485
File: 7 KB, 48x48, housebuild.gif [View same] [iqdb] [saucenao] [google]
5217485

>> No.5217763

>>5217428
Yeah, Triangle Strategy thing looks interesting for sure. Hope they learned from their OT mistakes and included story structure that doesn't suck ass.

As for my gallery:
https://baraag.net/web/accounts/433927

>> No.5217803

>>5217763
or just: https://baraag.net/@RTF12

>> No.5217975
File: 87 KB, 768x768, sobfin.jpg [View same] [iqdb] [saucenao] [google]
5217975

Could still be improved upon but just ready for a new project, so I'm calling it finished

>> No.5218519

>>5217975
Looks much better than the dithering one anon nice. I'd say move on to another one and keep learning.

>> No.5218832

>>5218519
the colors need some desaturation and better light shade

>> No.5219312

>>5217975
Finding the right colors is hard anon. That's why I mostly use premade palettes from Lospec and only add a few tints or shades if I need it for something that the palette didn't suppy.