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/ic/ - Artwork/Critique


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File: 25 KB, 1600x1200, FxSweJeXgAIVICw.png [View same] [iqdb] [saucenao] [google]
6813658 No.6813658 [Reply] [Original]

pixel art thread

>> No.6813666
File: 3 KB, 384x384, pregrat-export.png [View same] [iqdb] [saucenao] [google]
6813666

How do I improve?
Been in a rut for a while

>> No.6813685

>>6813666
Use less colors and remember that the sillouhete matters most

>> No.6814768
File: 2 KB, 288x288, kenku 3x.png [View same] [iqdb] [saucenao] [google]
6814768

>>6813658
the soft edges are nice, cozy palette

>>6813666
checked.
hue shifting goes a long way (I cheat by stealing palettes from lospec). And maybe try to make the shading more volumetric

>> No.6814956
File: 3 KB, 192x96, sickler.gif [View same] [iqdb] [saucenao] [google]
6814956

What I meant was how do I make better looking art, not necessarily the color
the colors seem like a smaller problem to me compared to how I feel I am no longer progressing

>> No.6814980

>>6814956
study art you like

>> No.6815033
File: 24 KB, 234x348, 1689233038040988.gif [View same] [iqdb] [saucenao] [google]
6815033

>>6814980
Is study just a fancy word for copy?
Because otherwise I don't know how to do that
Basically I want to design better looking stuff that looks good and cool
I like pic rel even though I'm pretty sure it's a 3d model

>> No.6815037
File: 580 B, 32x32, 01 Frogg.gif [View same] [iqdb] [saucenao] [google]
6815037

>>6813658
I'm new to animating in pixels, so any kind of advice is welcomed

>> No.6815500

where do you start with learning pixel art? What skills do you need for it coming in at the start?

>> No.6815671
File: 15 KB, 1024x512, sky scene.png [View same] [iqdb] [saucenao] [google]
6815671

>>6814768
>>6815500
>where do you start?
BJG on yt has some good beginner guides
https://youtu.be/WUlgvNe4BLU?si=eKzNEmSj38UJ1y7j
https://youtu.be/90BghUX7SD0?si=mzQhaozla-3vpqTz
The gist is to start with harsh limitations (low resolution and color count). Doing a lot with a little is what makes pixel art fun

>what skills do you need?
it probably helps to have an understanding of color, form, etc but I started with basically nothing and learned along the way. I'd say just get started and experiment with different things

>> No.6815722

>>6815500
By doing
start with 16x16 with only a few colors

>> No.6815728
File: 48 KB, 683x512, 1689698496410815.jpg [View same] [iqdb] [saucenao] [google]
6815728

>>6815037
upscale your art whenever you post it online, unless it being-pixel perfect is necessary

>> No.6815731

>>6815728
DON'T TELL ME WHAT TO DO YOU PIECE OF SHIT

>> No.6815744
File: 152 KB, 1223x700, uu.png [View same] [iqdb] [saucenao] [google]
6815744

>>6815500
As far as books go "Pixel logic" and "Make Your Own Pixel Art Create Graphics for Games, Animations, and More" will teach you everything there's to know about rendering pixel art. But both will openly tell you that their objective is not to teach you how to draw.
This is the learning path on one of the books and if you have been on /ic/ for a while is pretty much what is recommended here. I started with Betty Edwards a long time ago but loomis is a really popular choice too.

The pixel art community is no different from the folks drawing high res in the sense that they will screach and fight with all their might against leaning art fundamentals. But believe me, is the fastest way to get you to draw cool shit.

>> No.6815749

>>6815731

>tell me how to improve
>>6815728
>NOOO DONT TELL ME HOW TO IMPROVE

>> No.6815758

>>6815731
>>6815749
THIS ISNT ME
>>6815728
And thanks anon. From now on Ill try to make it bigger to post it

>> No.6815807
File: 23 KB, 1076x626, Screenshot 2023-08-27 at 8.49.12 PM.png [View same] [iqdb] [saucenao] [google]
6815807

How the hell do I pick scale?
these are all bananas I made real quick, all different sizes
How the hell do I choose the right size?
the more effort I put in the less I can just go back and increase the resolution

>> No.6815840
File: 29 KB, 420x205, happy.png [View same] [iqdb] [saucenao] [google]
6815840

>>6815758
goodluck on your pixel art journey, fren

>> No.6815850

>>6815807
what exactly do you mean by "the right size" and scale?

>> No.6815876

>>6815850
That's exactly my problem

>> No.6815890

>>6815033
Yeah. Pick a game and try to make a sprite that would fit in that. Use the games sprites as reference, you don't have to copy 1:1.

>> No.6815896

>>6815807
You may want to consider making the banana in relation to a character. Unless it's an icon? Then pick a size, perhaps 8x8, 16x16 or 32x32?

>> No.6815984

>>6815033
what the other anon said. essentially pretend that you became the artist you admire, then create new art in that style.

>> No.6816025

>>6815876
What is the banana for? That's how you choose
>If it's art for art's sake then whatever size
>If it's for a game and it's a powerup for example then make it around half the size of the main character
>If you want to recreate old video game art styles then make it 16x16 or 32x32

>> No.6816144
File: 11 KB, 1024x1024, F4gGQSabcAEoQd0.png [View same] [iqdb] [saucenao] [google]
6816144

tried a mobile pixel drawing app and so far i like it

>> No.6816285

bump

>> No.6816348

>>6815890
>play video games
WHAT THE HELL NOOOOO THAT'S LITERALLY HELL!!! ARRRGGG
Alright fine, I'll play video games.

>> No.6816349

>>6815896
The banana is just an example, how do I pick the correct size of the character then?

>> No.6816358
File: 89 KB, 1060x650, ddwitni-0c70dc0d-68bd-4fe8-ab39-cf52da3ebc79.png [View same] [iqdb] [saucenao] [google]
6816358

>>6815896
>>6816025
But look at this street fighter sprite
They chose the size somehow and it looks good

>> No.6816374

>>6816358
yes because the artist is an actual professional and we are /beg/s

also, those sprites were cropped to the edge of the pixel to save storage

>> No.6816384
File: 1 KB, 168x168, dinoswordus.png [View same] [iqdb] [saucenao] [google]
6816384

>>6816374
I wanna be like the pros though

>> No.6816444

>>6816384
we all do don't we

>> No.6816526

>>6816358
they had the maximum screen resolution of the arcade/console to use as a guide for how big the sprite should be. 320x240 is a common one back then. So to have Chun Li under the half the screen height, they chose around 100 pixels.

>> No.6816531

>>6816526
*being dreamcast, they did have higher res to work with if they wanted, but they stuck with previous games resolutions for consistency/efficiency. the backgrounds used higher res irrc.

>> No.6816793

>>6816526
>>6816531
Why not make her bigger or smaller?
See my problem? It's a problem of too much choice and not being able to go back
It's causing me paralysis
I haven't been able to make art in weeks due to this

>> No.6817133

>>6816793
they didnt make her bigger bc then it would clutter too much of the screen and didnt make her smaller bc then you could notice her less. pick a screen resolution youd like to work in like 240p or 480p and see how what works for you. like >>6816025 said it really depends on the context in which the banana would be used

>> No.6817183

>>6817133
What is 240p and 480p exactly?
I know they are like screen resolutions, but not really what they are exactly
I think they are the maximum height right?

>> No.6817194
File: 12 KB, 384x768, gungal3x.png [View same] [iqdb] [saucenao] [google]
6817194

Scaletard here
So here is an example of some work I did
it's 128x256, but I pulled those numbers out the ass.
I did intuitively know the depth of work I could expect based on what I do with smaller works, I had the intuition, but I was basically just putting my balls into the wind guessing the canvas size.
I would just like a more standardized choice of size so I have consistency in my work.
I know this might seem like schizo ramblings but everything else I've done was 32x32 or 64x64, and now for works bigger than that scale I am feeling like I'm going nuts.

>> No.6817224

>>6816384
Dinoswordus my darling!

>> No.6818000

bump

>> No.6820718

bumpy

>> No.6821369
File: 6 KB, 166x276, emmet.png [View same] [iqdb] [saucenao] [google]
6821369

I decided to practice by tracing/copying the official art for Emmet from Pokemon BW/BW2. I would love some critique to see what I can improve on.

>> No.6821389

>>6815033
If you dont study/copy from external source then the only way is throwing random thing at the wall and see whichever sticks. Duh, go study artists you like and try copying them, you'll likely figure out new things/methods just by simply trying to replicate someone else's work that you can put your own spin into in the next artwork

>> No.6822256

>>6821369
I just look up the character and it looks very similar. If you actually want some feedback, you should try something a little more challenging, like drawing a character on the same size that could fit with this one. To see if you can emulate the style.
To me this exercise doesn't seem to be that useful, to be honest. You could have practiced accuracy, but you decided to trace it, so i guess no to that. I have seen some people that trace drawings because they want to practice rendering but there is nothing to render here, the original is cel shaded so you didn't make any decisions.

>> No.6822334
File: 78 KB, 526x513, F4wDrq7a4AAzkqB.png [View same] [iqdb] [saucenao] [google]
6822334

Ok, i found this on the twatters, amd i wanna know what app is used here?

>> No.6822335

>>6822334
not pixel art

>> No.6822639 [DELETED] 
File: 48 KB, 848x664, file.png [View same] [iqdb] [saucenao] [google]
6822639

glad to see this threads are still up

>> No.6822640
File: 47 KB, 873x609, file.png [View same] [iqdb] [saucenao] [google]
6822640

glad to see this threads are still up

>> No.6822696

>>6822335
why not

>> No.6823808

>>6822696
Because i said so!

>> No.6823827
File: 30 KB, 500x454, oekaki.jpg [View same] [iqdb] [saucenao] [google]
6823827

>>6822334
Wow that brings back memories. Pretty sure that's some old web-based oekaki program, Shi-painter or some variant maybe?

>> No.6823887

>>6823827
Looks like it

>> No.6824394

bump

>> No.6824399

>>6822335
Retard

>> No.6824568

>>6815807
>>6816793
Here's an actual answer to your question: you don't need to think about scale unless your project needs to be at a specific scale. Just eyeball the size of whatever you're making; if space limits the amount of detail you want to use, scale your project up. If you feel there's too much under-utilized canvas space, scale your project down. Don't feel like you can't go back and fix things if they look off, and often times whatever you make will look fine at whatever resolution you use. If you're feeling overwhelmed with choice, just make a canvas and start placing pixels without worrying about filling all the space up.

>> No.6826123

bump

>> No.6826160
File: 13 KB, 1400x920, double outline big.png [View same] [iqdb] [saucenao] [google]
6826160

anyone here into the double outline look? easy to do with shift + o, just do it twice
this guy does it a lot and it's kind of nice

kenney.nl/assets/category:2D

>> No.6826281

>>6815033
>I'm pretty sure it's a 3d model
i believe he makes clay sculptures, takes photos of them and then runs them through a filter... though this one does look a little too consistent/detailed, it could be 3d

>> No.6826482
File: 4 KB, 303x132, tilemap.png [View same] [iqdb] [saucenao] [google]
6826482

why is it so difficult to just import a tileset into Aseprite? I can't figure it out and nothing I look up is helping
I have the beta access and the tilemap layer stuff is there, but getting the actual image into the tilemap panel is impossible

>> No.6827907
File: 7 KB, 344x412, dashingguy1.gif [View same] [iqdb] [saucenao] [google]
6827907

>>6826482
kenny art is so soulless, I hope this is just practice and not a real project

guy I made for my game

>> No.6828458

>>6823827
too bad is java so it doesnt work no more on win10

>> No.6828948
File: 37 KB, 481x520, done.png [View same] [iqdb] [saucenao] [google]
6828948

>> No.6829813
File: 21 KB, 1962x852, bigi.png [View same] [iqdb] [saucenao] [google]
6829813

>>6826160
dicking about some more

>> No.6829852

>>6822335
kys

>> No.6830220
File: 2 KB, 259x259, running egg big.gif [View same] [iqdb] [saucenao] [google]
6830220

>>6829813
I hate pixel art animation so much it's not even funny. I can't work out this running animation
maybe this is fine? I don't know, I need feedback

>> No.6830229
File: 2.05 MB, 480x360, 1587767905814.gif [View same] [iqdb] [saucenao] [google]
6830229

>>6830220

>> No.6830233

>>6830220
I like 2/3 frame walk cycles. Reminds me of the NES. If I recall, the mario bros 2 sprites has 2 frame walking amimations.

>> No.6830244
File: 53 KB, 768x768, 14-3-Frame_Run_Cycles.gif [View same] [iqdb] [saucenao] [google]
6830244

>>6830233
yeah, something about it just throws me off all the time. maybe because I made the legs so skinny, and they're the same color?
fuck knows

>> No.6830618

>>6830220
I would add more frames to this because i don't think it reads well, i think the problem is that a lot of the movement is conveyed with the arms on those examples. I Would also change the color of the leg that is on the background to make it more clear and also try to make the shell move to the sides not only up and down

>> No.6830642
File: 6 KB, 100x150, 623_pixel_yellow_crystal.png [View same] [iqdb] [saucenao] [google]
6830642

>> No.6831801
File: 52 KB, 327x745, lobbeyr.png [View same] [iqdb] [saucenao] [google]
6831801

i know this is pretty big for pixel art but i'm struggling to refine this and make it actually look finished, especailly with the tail and claws. any ideas? maybe the color pallete could be better too?

>> No.6832252

>>6831801
I like the colors of the hands and arms. For the head and tail, you really can't go wrong with hue shifting. Maybe try some green-tinted blues for the highlights. Other than that, I'm sure you'll be happier with the piece once you start finalizing the shading

>> No.6833550
File: 114 KB, 853x779, toobeee.png [View same] [iqdb] [saucenao] [google]
6833550

I posted this as a thread unknowingly xd
At least I updated it a little.
Apologies!

>> No.6834978
File: 188 KB, 512x512, Yharon Bite less tweens.gif [View same] [iqdb] [saucenao] [google]
6834978

I'm never finishing this, but I thought I could at least use it to bump the thread.

>> No.6835960

>>6834978
good pixelart gets shitgnored because the jannies hate it, so they make the schizo thread instead and some suckers think its the real one and post their stuff there.

>> No.6836519

Steven ambatukam

>> No.6836711
File: 54 KB, 723x891, 2bmughsot.png [View same] [iqdb] [saucenao] [google]
6836711

>>6833550
Yep I am finally done with her mugshot.
I've also made a version without a the visor.

>> No.6836717
File: 59 KB, 897x907, 2bmugshot2.png [View same] [iqdb] [saucenao] [google]
6836717

>>6836711
Visor less version

>> No.6837979

>>6836711
>>6836717
I don't know if this is a character that is known for the visor, but I like the visor-less version a lot more. Both versions look pretty good though

>> No.6838309

bump

>> No.6838884
File: 370 KB, 1005x823, SG.png [View same] [iqdb] [saucenao] [google]
6838884

My first ever original piece

>> No.6838954
File: 10 KB, 400x350, attack2change.gif [View same] [iqdb] [saucenao] [google]
6838954

>>6836711
>>6836717
WHERE'S THE BOOB WINDOW YOU MOTHERFUCKER

sprite polish, removing arm lines that should not be seen from behind.

>> No.6839003

>>6838954
Anon, this helped me to see how to animate action in pixelarts thanks

>> No.6839010

>>6839003
Also, what happens if you make the slashes in shorter intervals like adding one in between?

>> No.6839048
File: 25 KB, 464x424, file.png [View same] [iqdb] [saucenao] [google]
6839048

Does anyone else make a canvas for their pixel art?

I wish Aseprite could exempt layers from index mode.

>> No.6839057
File: 3 KB, 256x256, file.png [View same] [iqdb] [saucenao] [google]
6839057

>>6826482
I'm gonna tell you what I did starting with pic related, a template for making seamless tilesets

1: Open new sheet, set to 256x256
2: Paste this into aseprite
3: Right click the layer, convert to -> Tilemap
4: Above the pallet, click the "manual" button (the single rectangle)
5: Draw on the canvas, and watch tiles update in real time.

To adjust the granularity of the grid, go to View, Grid, Grid Settings, and set it as appropriate. A multiple of 8 is usually ideal. Please note you cannot adjust the grid on a layer already marked as a tilemap, you'll have to convert it back to a layer.

>> No.6839066
File: 84 KB, 1279x1043, file.png [View same] [iqdb] [saucenao] [google]
6839066

>>6839057
If you set it to 16 in every box, you should get this. From here you can draw on any of the tiles and they'll update the other ones as you do so.

>> No.6839660

>>6839048
What is this?

>> No.6840141

>>6839660
A canvas specialized for doing sprites for old consoles. The palettes are the possible colors for specific systems, the 1-F thing (honestly it should be 0 to F but I don't care) on the left is for restricting your color usage according to system, and the largest one is for restricting the size of your artwork.

>> No.6841155
File: 36 KB, 1434x1794, まひろ.png [View same] [iqdb] [saucenao] [google]
6841155

hi, lemme know what u think

>> No.6841174

>>6841155
soul/10

>> No.6841637
File: 110 KB, 1152x1440, 62fab1228fd0bf344db739816916af5f9358ee87517839e26f57a22d809c0b30.png [View same] [iqdb] [saucenao] [google]
6841637

>> No.6841639
File: 105 KB, 960x1200, 1694684481400698.png [View same] [iqdb] [saucenao] [google]
6841639

>>6841637

>> No.6841682

>>6841637
>>6841639
Nice

>> No.6841750

>>6841637
>>6841639
>MOAR

>> No.6842804

>>6841155
Cute beg art

>> No.6842808
File: 825 KB, 980x950, FirePortal.gif [View same] [iqdb] [saucenao] [google]
6842808

>>6813658
Made a portal

>> No.6842946

>>6838954
Noted, thanks.
Sorry bout the boob window.

>> No.6842948

>>6837979
Glad you liked it friend.

>> No.6843253

>>6813658
Made a small meme animation: https://youtu.be/wpxSVTdMmOg

>> No.6846087

>>6815033
we need more hylics-esque art anon

>> No.6846144
File: 11 KB, 1309x938, cube big.png [View same] [iqdb] [saucenao] [google]
6846144

>>6829813
still goofing with double outlines. I dig the look

>>6842808
nice

>> No.6846389
File: 25 KB, 656x272, slime cube roll big 2.gif [View same] [iqdb] [saucenao] [google]
6846389

>>6846144
who needs walk cycles when you can have roll cycles

>> No.6846509

>>6826160
if you use a bit duller colors and make the outlines something non-black, this would make good looking paper mario style sprites. Nice work!

>> No.6846647

Are there any good pixel art programs for iPad? Preferably one where you can animate them too

>> No.6848020
File: 114 KB, 768x768, W-S Idle Anim.gif [View same] [iqdb] [saucenao] [google]
6848020

>>6846647
Pixel Studio is pretty full-featured, and I find its animation interface to be quite intuitive

>> No.6851196 [DELETED] 
File: 36 KB, 400x506, 1694634988390949.jpg [View same] [iqdb] [saucenao] [google]
6851196

Where do I start? There doesn't seem to be a Loomis of pixel art.

>> No.6851816
File: 212 KB, 773x805, Raikou.jpg [View same] [iqdb] [saucenao] [google]
6851816

>> No.6851818

>>6851816
K I N O

>> No.6852964
File: 35 KB, 776x808, export-export.png [View same] [iqdb] [saucenao] [google]
6852964

>>6851816
This doesn't look like genuine is obviously a filter. To turn a high res picture into pixel art you need to reduce the number of colors and the resolution, after that you need to clean up all the orphan pixels or it will look noisy.This is and example of how it looks with less colors but it still need clean up

>> No.6854786
File: 15 KB, 840x600, cheepnsfw 1477780440433967104 Jan 2, 2022 naked cheerleaders, 10x10 sprites, 1 bit pixel.webm [View same] [iqdb] [saucenao] [google]
6854786

found this
explain this sorcery

>> No.6854815

>>6852964
it was AI. it's been posted here before too.

>> No.6854831
File: 314 KB, 355x343, damn.png [View same] [iqdb] [saucenao] [google]
6854831

>>6854815
Damn, AI pixel art is pretty good.
And I dont like AI...

>> No.6854961
File: 10 KB, 640x400, ayumi_23.png [View same] [iqdb] [saucenao] [google]
6854961

>>6854831
>AI pixel art is pretty good.
>literally a downscaled illustration with high unsharp mask
Your crappy AI will never compare to real pixel art.

>> No.6855149
File: 6 KB, 240x240, forest new map.png [View same] [iqdb] [saucenao] [google]
6855149

Anyone got some tips on how I could improve this background?

>> No.6855605

>>6855149
The colors of the trees in the fore-, middle-, and background are way too similar, I had to squint to see that they weren't really the same color. Increase the difference of values between the layers of trees, and maybe involve some hue-shifting if you think it looks better.
The far background should be darker in color than the trees if it's a continuation of the (presumably dark) forest.
I don't understand the lighting of the ground; why is the grass on the left lighter than the lower grass on the right if there's a consistent layer of leaves at the top of the frame? The picture would look much better if you could show the viewer where the light is coming from.
And imo, there's too much dithering. If you're going to use this much dithering, it's best to just add another color. Dithering should be used sparingly unless there's a concrete stylistic reason for using it.

>> No.6856281
File: 30 KB, 480x480, file.png [View same] [iqdb] [saucenao] [google]
6856281

>>6855605
The reason the transition goes from dark to light and not light to dark is because I'm trying to account for atmospheric perspective. So that's why the forefront trees are darker, same as to why dark green is at the front. The dithering has no stylistic choice I just didn't know how to spruce of the ground so added some random texture >.<, personally I think it looks fine as a place holder texture. I might try adding some specific stuff like some flora but I'm not really sure how I could make the grass look better on it's own.

>> No.6856286

YOU SHOULD SEE MY SCIBIDIBANBAN ART FRIEND!S!! >>6856224

>> No.6856581
File: 6 KB, 848x366, sdadsa32.png [View same] [iqdb] [saucenao] [google]
6856581

>make something low resolution
>try making the same thing at an actual game resolution
>total crapshoot
why does this keep happening? how do I get around it?

>> No.6856598

>>6856581
make the tiles/spritesheet, and build it out of that. don't make the whole pic in one go. unless you are going to make fighting game backgrounds... then you gotta go all in.

>> No.6856687
File: 29 KB, 1170x1560, cj3qojzz0gh91.png [View same] [iqdb] [saucenao] [google]
6856687

>>6856281
Grass texture can be done with alternating values (or hues too, like picrel). I've also found that adding patches of dirt or exposed stone can spruce things up nicely.
I like the detail you added with the leaves

>> No.6858836

>>6813658
dumb question from a beg, but what are your processes when you do pixel art, especially animation? I would assume it's drawing the main forms/actions as normal in ps/csp/pts, then importing it into the pixel art program and drawing over it? or are you guys just going straight into the pixel art program and doing everything there? or are both valid and more so dependent on the artist's skill level?

>> No.6858846

>>6858836
>both valid and more so dependent on the artist's skill level

>> No.6858923

>>6858836
For animations i usually do everything on the final resolution. But if im doing a high detail piece, i do find it easier to draw the sketch on another program and then trace it on the final resolution.

>> No.6859725 [DELETED] 
File: 94 KB, 319x447, Ability_Icons.png [View same] [iqdb] [saucenao] [google]
6859725

join the based pixel art discord server (that's not my name for it i didn't make the server) you nutsacks https://discord.gg/9GzuemZhVR

>> No.6859972

>>6856581
>try making the same thing
But you didn't make the same thing

>> No.6860183

>>6846389
Cute

>> No.6860821
File: 194 KB, 300x300, twt.gif [View same] [iqdb] [saucenao] [google]
6860821

I know it's bad, I just wanted to show it to someone who likes pixels

>> No.6861549

>>6860821
Bad colors choice and banding. But not bad beside those.

>> No.6862001
File: 34 KB, 99x99, twt2.gif [View same] [iqdb] [saucenao] [google]
6862001

>>6860821
I would recommend you to practice using a reference, this characters are super popular and there should no be any problems finding those angles to draw. I think is a cool idea, the weakest part is peach face at the end. I change 2 frames and i looks cuter in my opinion.

>> No.6862003

>>6862001
>the weakest part is peach face
He doesn`t know... hehe... fr...
>and i looks cuter in my opinion.
You are cute, fr.

>> No.6862006

>>6862001
Pyface tho maybe you are not cuter than "Peach". Maybe you more of a Bowser type.

>> No.6864582
File: 13 KB, 224x224, banebou.gif [View same] [iqdb] [saucenao] [google]
6864582

>> No.6865204

>>6864582
cute. also commander keens girlfriend.

>> No.6865239

it looks like shit and i wasted 6 hours and my life is a waste

>> No.6865243 [DELETED] 
File: 200 KB, 1024x1024, shootme.jpg [View same] [iqdb] [saucenao] [google]
6865243

>>6865239
forgot pic

>> No.6865262 [DELETED] 
File: 141 KB, 1024x1024, _83c0c575-e527-4732-9fc2-97e3ff7f9c36.jpg [View same] [iqdb] [saucenao] [google]
6865262

>>6813658

>> No.6865264 [DELETED] 
File: 54 KB, 1024x1024, _d5db9de1-3023-4d3a-a1a6-982866d46aae.jpg [View same] [iqdb] [saucenao] [google]
6865264

>>6865262

>> No.6865267 [DELETED] 
File: 204 KB, 1024x1024, _cf9e3c59-2073-4b88-a5da-6e231e80b119.jpg [View same] [iqdb] [saucenao] [google]
6865267

>>6865264

>> No.6865282

>>6865243
I think this looks fine! The only thing i might say is maybe try to not have the trees so consistently vertical. A lot of the time trees dont sit on perfectly flat land and even if they do theyll usually have some bend to them.

>> No.6865283

>>6865282
same fag

>> No.6865287 [DELETED] 
File: 168 KB, 1299x863, Untitled.png [View same] [iqdb] [saucenao] [google]
6865287

>>6865283
Yeah what am i thinking you cant compliment people!! Grow up

>> No.6865290 [DELETED] 

They look like AI

>> No.6865306 [DELETED] 

>>6865287
nice 4 hour edit in mspaint.
They are so obviously AI. you didn't even try.

>> No.6865322 [DELETED] 

lol the AI cmon man there are some people that at least fooled a few others doing that

>> No.6865516 [DELETED] 

>>6865287
KEK look at the shitty jpeg artefacts and pixels melting into each other, how did you think anyone would fall for that shitskin

>> No.6865634

Does sprite descaling always distorts pixel art even if resized by even numbers?

>> No.6865639

>>6865634
I don`t mean small sprites btw. So let`s say 108x140 sprite should normally be scaled down without distortion to half it`s size? Right?

>> No.6865675

>>6865639
Anyone?

>> No.6865692

>>6822640
this is really cool anon, moar?

>> No.6865722

>>6865675
It start to distort once you try to make it smaller than the original size sprite, it only works when it was scale up and you want to turn it back to the original size.

>> No.6865743

>>6865722
So just redraw it from 0 then? Or would it be better to use descaled version and just tweak it?

>> No.6865747

>>6865743
I don't think you need me to tell you this but, tweaking it should be easier

>> No.6865768

>>6865747
Kek, yeah.