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/ic/ - Artwork/Critique


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4947695 No.4947695 [Reply] [Original]

>Last Thread >>4909386

>Older Threads
>>/ic/thread/S3382872
>>/ic/thread/S3483299
>>/ic/thread/S2899507

> Rules:
- No binary art, pixel art only
- Porn is fine
- Don't feed schizoposter, do not respond, just report, he has two containment threads, don't let him have a third.

> 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
http://pixeljoint.com/forum/forum_posts.asp?TID=24744
Of course, learn how to draw >>3379237

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

--------------

This is the nth edition of this general. There have been many across /ic/'s history and the old threads linked above are generals from the past which contain links to older generals. Have fun exploring.
Feel free to submit feedback and any ideas on what to add to the pastebin, I'll make sure to include it in the next edition.

>> No.4947703

>>4947695
Mangs is innocent, fuck the femtard who slept with a drunk man on the same bed

>> No.4947709

>>4947703
take your meds

>> No.4947711

>>4947703
imagine if it was a drunk woman and a man slept with her on the same bad, lose lose situation for man, twitter is retarded

>> No.4947730
File: 15 KB, 256x256, 8 - zHK9obU.gif [View same] [iqdb] [saucenao] [google]
4947730

>> No.4947745
File: 3 KB, 168x168, 1601919482289.png [View same] [iqdb] [saucenao] [google]
4947745

>> No.4947749
File: 9 KB, 252x403, 1602380573818.png [View same] [iqdb] [saucenao] [google]
4947749

>> No.4947752
File: 9 KB, 256x256, 1602765476164.gif [View same] [iqdb] [saucenao] [google]
4947752

>> No.4948802
File: 8 KB, 168x168, 53D08EB6-2CBA-414E-B1DF-47EAF22BEEC3.gif [View same] [iqdb] [saucenao] [google]
4948802

>> No.4948822

>>4948802
I saw you in /vp/, how’s the rom hack coming along, you got a list of mons or are you just starting out? P.S, please include the bombardier beetle mon.

>> No.4948837
File: 1 KB, 144x144, 154625D3-3EE7-4AA0-BC39-976547A8F8CF.png [View same] [iqdb] [saucenao] [google]
4948837

>>4948822
The pokedex is basically finished. I have 130 fakemon (~20 from the thread) 23 regional forms (vast majority from the thread) and about 70 official ones. There's about 30 slots left, which will be filled with requests by irl friends of mine. If you want to, I can make a list with every pokemon as of now. The beetle is in, no worries, I have basically everything but its design done.
Bombidyll (evolves from Gremade); Bug/Fire
HP 55 / Atk 55 / Def 75 / SpA 120 / SpD 80 / Speed 80
Here's the backsprite for the lion, Segleon, to stay on topic.

>> No.4949019

>>4947703
huh...........what now?

>> No.4949022
File: 43 KB, 1536x1664, Ekvtn6pWkAEbKW7.png [View same] [iqdb] [saucenao] [google]
4949022

took some time to sprite more.

>> No.4949134
File: 17 KB, 310x524, PIXELART.png [View same] [iqdb] [saucenao] [google]
4949134

PIXELART I LOVE PIXEL ART
X-XX-X PIXELA RRTX.---.X-X-X-
£(£/£(£(£/££/£(££(£(££/£(££(/££

>> No.4949157

>>4947745
cool

>> No.4949193

>>4947749
artist?

>> No.4949206

>>4949022
Great work, I think some of the black lining could be improved on, but overall I like it.

>> No.4949207

>>4949022
Looking clean, I think the drapery on the skirt is kinda off though

>> No.4949216
File: 32 KB, 512x512, 1583611522480.jpg [View same] [iqdb] [saucenao] [google]
4949216

>>4949022
>>4947749
Not pixel art
>>4949134
Cringe
>>4947730
You could at least try to give it depth
>>4947752
Pee and poo colors, also no depth

>> No.4949280

>>4949216
>not pixel art
>>4947749
are you blind
please tell me why it is not pixel art, and not because it needs some minor cleanup

>> No.4949387
File: 37 KB, 1536x1664, Ekvtn8nXUAAStnQ.png [View same] [iqdb] [saucenao] [google]
4949387

>>4949216
How are these >>4949022
>>4947749 NOT pixel art?

>> No.4949461
File: 2.00 MB, 719x2176, MlaatrTamClrs.png [View same] [iqdb] [saucenao] [google]
4949461

>>4947752
>>4947730
I'm the artist of this two.
>>4949216
Could you tell me what you mean my no depth? Both of these characters are standing at a flat angle. Also as for the color scheme of the second one, I originally went for a darker green as my own choice, but the character from the respective show seems to have several palettes so I just picked one and went with it. I'm not honestly sure what to do about the color scheme, should I return to the one I picked, what would you suggest?

>> No.4949596

>>4949216
pyw

>> No.4949728
File: 5 KB, 256x256, file.png [View same] [iqdb] [saucenao] [google]
4949728

>> No.4949861
File: 65 KB, 256x256, SPOILER_Clown.gif [View same] [iqdb] [saucenao] [google]
4949861

Here's a clown

>> No.4949864
File: 4 KB, 256x256, Giant Frog.png [View same] [iqdb] [saucenao] [google]
4949864

here's a frog

>> No.4949865
File: 3 KB, 256x256, Depressed Weenie.png [View same] [iqdb] [saucenao] [google]
4949865

And here's a weenie

>> No.4950757
File: 32 KB, 632x575, Anon Frog.png [View same] [iqdb] [saucenao] [google]
4950757

>>4949864
That's a pretty Frog, anon.
But there are some things that can certainly improve such as colors, which is the fundamental part when creating pixel art.

You don’t necessarily need to take the base color of the frog and simply darken it to create a shadow, it’s more interesting to base yourself on the environment together with the base color of the frog to get a more interesting color, in some cases this can be applied in light, but it would be basically the color of the light along with the base color of the Frog.

I tried to replicate what I am explaining to you in your pixel art. And remember in Pixel art less is better, so it’s important that you create a limited color palette in what you’re looking for.

I would recommend you to look at color palette studies and color theory, understanding the basis of these two things at least will dramatically change your pixel art, good luck, anon!

>> No.4950807
File: 22 KB, 449x404, not pixel art.png [View same] [iqdb] [saucenao] [google]
4950807

>durr it has pixels therefore it's pixel art
>>4949280
>>4949387
>please tell me why it is not pixel art
Because if you change a few pixels in it, or even a dozen, it will still read essentially the same.

"If the pixel art loses the sense of the importance of the pixels
which construct it, then I don't think it can be called pixel art.
It is when the pixels hold importance to the nature of the work
which defines it as pixelart."
>>4949461
The girl is unshaded, but also her... geometrically perfect noodle arm and legs are the worst offenders. The huge contrast between black outline and fair skin also adds up to the effect.
A better choice of colors and at least simple shading could do so much here

Try basic learn color theory, for starters, then add something unique to it. Don't just take colors off the top of your head at random. There are appealing and unappealing color schemes for a reason, it's not all subjective. The sickly yellow green on that character is just gross.

>> No.4950810
File: 471 KB, 400x256, file (2).gif [View same] [iqdb] [saucenao] [google]
4950810

>>4950807
>>4949461
https://pixeljoint.com/forum/forum_posts.asp?TID=11299
Read up on this (it's short)
should be in the sticky, I mean in the OP tbqfhwy

>> No.4951029
File: 105 KB, 256x224, 3DS_VC_SNES_SuperMetroid_05.jpg [View same] [iqdb] [saucenao] [google]
4951029

>>4950807
You misunderstood the entire point of the definition you're quoting. "Pixel art" doesn't mean "small" or even necessarily "low resolution." Naturally the higher the resolution, the more pixels can be moved around without creating a bad read--because each pixel is a smaller fraction of total. It's like if you have 1000 dollars in your pocket and you lose 1 that's no big deal. But if you're dirt poor and you lose 1 dollar, then that hurts. It's all still money though. The 1000 dollars isn't somehow not money just because each dollar is relatively less important.
If you spent 3 or 5 years painstakingly pixeling a 10000 x 10000 canvas, it would still be pixel art, as long as you carefully considered the placement of each pixel. The pic you posted isn't pixel art because each pixel wasn't carefully considered, it's just a low res sketch with clunky lines by pixel art standards.
But I could reasonably move around a few background pixels in Super Metroid, which isn't even very high res by the way, and probably nobody would notice. Is it therefore not pixel art?

>> No.4951046

>>4951029
One correction. Technically the background art of Super Metroid is made up of assets (tiles), repeated many times, so you would notice changes to an individual tile. Nevertheless, pixel art =/= small canvas. There's certainly correlation but there's also some great work that is undeniably pixel art, done on larger canvases.
The real question is, "Did you think about the placement of each pixel in the end?" Or did you just digitize/downscale a sketch and maybe make a few touchups? >>4947749 is undeniably pixel art, it's not even remotely big. You would only say that isn't pixel art if you mistook the included upscale for the original size, and then thought that those obviously individually placed pixels were not in fact individually placed.

>> No.4951358
File: 11 KB, 230x450, unknown-16.png [View same] [iqdb] [saucenao] [google]
4951358

How's my Native American hero turning out?

>> No.4951436
File: 9 KB, 204x411, nativeold.png [View same] [iqdb] [saucenao] [google]
4951436

>>4951358
It already lookss better than the previous one, because of the more recognizable clothes and face paint. The only thing that I can say feels off is that ponytail, I think it should be slightly more flared by add either one pixel to the left of bottom of the end. You could also add some feathers to his head to break up the color scheme a bit., but I'm not sure if you have room. These are honestly just personal gripes, other than that it looks much better than last time.

>> No.4951485
File: 5 KB, 1080x1080, Bettle.png [View same] [iqdb] [saucenao] [google]
4951485

>>4947745
nice and retro
>>4947752
i would work on colors and outline, nice tho
>>4948802
good shit
>>4949022
nice oekaki, keeping true to the smooth edges, God bless
>>4949387
people call that shit oekaki nigga, it aint pixelart
>>4949861
i kek'd
>>4949864
i would work on overall shading
>>4951358
>>4951436
idk man, the overall shape is kinda fked in my perspective and the colors are really rough, looking from a distance the last one is better imo cause the new one looks blury

>> No.4951537
File: 17 KB, 500x500, 89a62c0e9e29a86893518bff713174a9.png [View same] [iqdb] [saucenao] [google]
4951537

>>4951485
dude, these >>4949387>>4949022 aint oekaki, compare it to pic relatef, now this is oekaki, its like this anon said >>4951046, you mistook the 4x upscal with the original sprite portrait.

stop trying to rewrite definitions.

>> No.4951555

>>4950807
oh you're a retard who found the pixeljoint thread and thinks they're hot shit my apologies, have fun seething about how every other image there breaks your rules.

>>4949387
this shit is oekaki because of it's massive scale it could easily be done without a binary brush.
>>4947749
this shit has considered groups of pixels, dithering to give it texture, details on a pixel by pixel level that the above would not be able to achieve and a pallet. sperging out on flat uninterrupted groups color saying it doesn't add anything to the work makes you look like a retard that doesn't understand balance.

>> No.4951579

>>4951537
You're a turbo retard and is ironic you are saying "stop trying to rewrite definitions."
Try searching for oekaki pixelart not oekaki only at urban dictionary you mongoloid.
>>4951555
also this^

>> No.4951585

>>4951537
Although the definition of the medium is not concrete, the majority of pixel artists agree that an image can be categorized as pixel art when the artist is manipulating the image with deliberate control over the placement of each individual pixel.
I dont know my man about the 4x upscale, this is the most accepted definition of pixelart, as i said i aprecciate it for keeping true to the smooth edges at the outline and corners. But i 100% consider it oekaki.

>> No.4951599
File: 797 KB, 704x436, 1597496139538.gif [View same] [iqdb] [saucenao] [google]
4951599

>>4951555
>>4951579
You two are the reason nobody takes seriously these threads here on /ic/ and keep mislabeling actual pixelart but gargle your titties over stuff like these >>4950807 or those terrible doodle "the scythian" hipster bullshit.

You are also the people who like these hipstro misconceptions as interpolation.

god you are so full of s.0.y.

>> No.4951606

>>4951599
You are a fucking imbecile crying over the fact someone said oekaki to something that is oekaki, next thing retards will cry you call their traditional drawings traditional not digital.
Do you see the fucking problem? You are actually stupid and retarded for shitting yourself like calling oekaki shit oekaki like its offensive.

>> No.4951705
File: 23 KB, 400x200, extramario.gif [View same] [iqdb] [saucenao] [google]
4951705

Interpolating pixel art takes away all snap the original animator intended to have.

>> No.4951889
File: 18 KB, 278x293, Ek6R_YSX0AA3xYT.png [View same] [iqdb] [saucenao] [google]
4951889

>>4951606
>>4951579
>>4951555
guys calm down ok? i saw this is no different to what capcom did in the 90s.

>> No.4951917

>>4951705
Flaccid hat, happens to the best of us

>> No.4952138

>>4951599
people don't take these threads seriously because it's full of beginner level bullshit, and anyone trying to do anything semi-decent gets hit by >>4950807
and people would rather go elsewhere than deal with retards fighting over the definition of a medium and not the work itself, seethebait.

automatic interpolation also ruins animation, in general.

>> No.4952439

>>4947749
>someone saved and reposted my sprite

I'm flattered.

>>4951555
>this shit is oekaki because of it's massive scale it could easily be done without a binary brush.

It has hand-placed, indivdual pixels all over it. Manual anti-aliasing is present on every line. There is careful and deliberate consideration of individual pixels.

>> No.4952460
File: 61 KB, 400x400, 1582213847170.jpg [View same] [iqdb] [saucenao] [google]
4952460

>>4951029
>If you spent 3 or 5 years painstakingly pixeling a 10000 x 10000 canvas, it would still be pixel art, as long as you carefully considered the placement of each pixel
This logic is retarded.
It's like throwing transparent glue at a canvas while screaming "WELL TECHNICALLY I'M A PAINTER SO SHUT UP"
Who cares that you deliberately "placed each pixel" if the result looks like a hi-res image and viewer cannot appreciate pixel artistry?
Only sufficiently limited palette and small size is pixel art.

Besides, carefully placing each pixel? Nobody does that. Every pixel artist that works at least in this millenium, uses automated tools like at the very least, straight lines, automatically generated circles and other. Not to mention more advanced tools, like pixel-perfect pencil.

of course the process matters... but it doesn't matter more than the result.
if guy like >>4949387 posts a pic of a girl that is the same resolution as normal digital art, but slightly aliased, how the fuck is it supposed to go in line with and stack up to actual pixel art? The importance of pixels is still LOST. You claim that it's not lost because he "carefully placed pixels" (or so he claims), but I say it's still lost because you can't even fucking see them at this size.

>> No.4952463

>>4951889
This looks like it was drawn in photoshop with brushes and then sharpened slightly
or anti-aa was turned off

How can anyone hand on heart call this pixel art fucks my head in

>> No.4952471

>>4952460
The sailor moon pic is FULL of carefully placed pixels. That anti-aliasing has been done by hand.
Every line in the image has deliberate, per-pixel importance.

>I say it's still lost because you can't even fucking see them at this size.

Get better eyeballs.
Or a 640*480 monitor from 1993.

>> No.4952882
File: 161 KB, 1280x720, owlboy-story.jpg [View same] [iqdb] [saucenao] [google]
4952882

>>4952460
I didn't even comment on the Sailor Moon drawing, because my opinion on it is irrelevant. It's not relevant to what pixel art *is*. Do you even make pixel art? It doesn't sound like it. Automated tools don't do the work for you, don't even come close to it. How often does anybody do serious pixel art with a fucking circle tool for one thing? Something that's been around since at least Windows 98 by the way, not exactly cutting edge tech.
The line tool is used for rectilinear shapes, same as a ruler in trad/digital art, but I feel you're being obtuse here. You wouldn't say Moebius didn't draw by hand just because he used a ruler sometimes.
When I say every pixel is carefully considered (not carefully "placed"), I don't mean every pixel must literally be placed one at a time. You can block in large masses with a big brush, but any serious pixel artist will review every pixel at some point to make sure they're optimally placed for the best possible read. It's a time intensive style of drawing, that comes with the package. If you don't want that why would you bother with it?
I'm also not saying if you theoretically drew a pixel-perfect, high-resolution copy of the president's portrait, that counts as pixel art. Obviously not. There's a line, but it's not "this image is 1000 x 1000 pixels, it can't possibly be pixel art." Use your brain and good common sense to decide what counts as pixel art instead of saying "too big doesn't count." Is my point.

>> No.4952885
File: 50 KB, 449x592, dasxy9c-4d136125-e09f-4765-b171-2cc086728504.png [View same] [iqdb] [saucenao] [google]
4952885

>>4952882
>>4952460
More obvious pixel art that is definitely pixel art, but can't be called pixel art according to your definition.

>> No.4953034

>>4952471
this isn't some sprite edit?
you could easily scale it 50% 33% and the resulting image would still read the same.
if it is a sprite edit then you could atleast argue that commercial pixel art is still art even if it's working within the confines of a system to accurately portray images that aren't usually in the medium but if it is all your own then it's just massive for no reason. scaling it down or adding more detail would be the better way to go.

>> No.4953437

>>4953034
>you could easily scale it 50% 33% and the resulting image would still read the same.

To be clear, I think the artist could stand to challenge themselves with a lower resolution, but something doesn't stop being pixel art the second it goes over 320*240.

>> No.4953581

>>4953437
didn't really think that needed to be said when i suggested either scaling it down or adding more detail to the image in order to justify it's scale.

>> No.4953658
File: 8 KB, 260x360, 1603374901474.png [View same] [iqdb] [saucenao] [google]
4953658

Absolute rookie alert, never done sprites and no idea what I'm doing, but still don't understand how to make it not look like a basic mess. Forget things like the retarded grip angle/perspective on her hand, where do I even start on salvaging this fundamentally speaking? For the sake of keeping it simple for a first time it's intentionally blocky.

>> No.4954268

>>4953658
>inconsistent pixel sizes

wat

>> No.4954272

>>4953658
wtf

>> No.4954308
File: 438 KB, 1280x1074, help-153094_1280_pixabay_openclipart-vectors.png [View same] [iqdb] [saucenao] [google]
4954308

>>4954268
>>4954272

>> No.4954436

>>4953658
>>4954308
what the hell are you doing lmao

>> No.4954442
File: 5 KB, 267x254, palette.png [View same] [iqdb] [saucenao] [google]
4954442

>>4954436
Don't worry we're starting again after reading some of the OP resources, and this time with single pixels instead of the blocks. If you even laugh at the palette it's over before it's even begun, but we'll get there... Starting again tomorrow

>> No.4954447

>>4953658
Did you upscaled it improperly? Some pixels look smaller than other (like eyes). Can also use more shading, but otherwise not bad at all.

>> No.4954459

>>4954442
the palette is fine and the art itself not bad at all imo (much better than my first attempt) but the varying pixel sizes really caught me off guard

>> No.4954467

>>4954447
>>4954459
Cheers for thinking it's not a ruin at least, you're right about the different pixel sizes and yeah it seems like that won't cut it trying to replicate this for dozens of characters in that series, plus it could be jarring for some animations in the future. Might make more sense to start from scratch again using a single-pixel size after reading some proper sprite practices from the OP, but if you think that's an alright start then I'll try keeping it close to that barring the dimensions and all. Thanks again

>> No.4955448
File: 7 KB, 128x168, 1601594309336.gif [View same] [iqdb] [saucenao] [google]
4955448

I hope edits are accepted as pixel art. Have no idea where to post this otherwise.

>> No.4955453
File: 134 KB, 651x711, 1601594277131.gif [View same] [iqdb] [saucenao] [google]
4955453

>> No.4955457
File: 25 KB, 909x327, 1601594597334.gif [View same] [iqdb] [saucenao] [google]
4955457

I have some left. Should I post more?

>> No.4955649

>>4955457
Yes please

>> No.4955655
File: 45 KB, 546x600, 1601594124836.gif [View same] [iqdb] [saucenao] [google]
4955655

>>4955649
ok. By the way, all of these are inspired by old megamarle pack. It is on sad panda if you want to check it out.

>> No.4955658
File: 36 KB, 546x600, 1601594182274.gif [View same] [iqdb] [saucenao] [google]
4955658

>> No.4955660
File: 49 KB, 546x600, 1601594238138.gif [View same] [iqdb] [saucenao] [google]
4955660

>> No.4955663
File: 171 KB, 768x729, 1601594342670.gif [View same] [iqdb] [saucenao] [google]
4955663

>> No.4955665
File: 158 KB, 768x729, 1601594375924.gif [View same] [iqdb] [saucenao] [google]
4955665

>> No.4955670
File: 147 KB, 768x729, 1601594409484.gif [View same] [iqdb] [saucenao] [google]
4955670

>> No.4955681
File: 11 KB, 210x210, AylaAndReptite.gif [View same] [iqdb] [saucenao] [google]
4955681

That's all I have. Will make more sometime soon.

>> No.4956125
File: 4 KB, 201x171, 1603505703350.png [View same] [iqdb] [saucenao] [google]
4956125

>>4953658
This looks like an alien so far doesn't it

>> No.4956599
File: 21 KB, 768x256, ElFeBzjXgAAaoMn.png [View same] [iqdb] [saucenao] [google]
4956599

>> No.4957508
File: 3 KB, 168x168, 1A819DB7-7BB2-43C3-BA4A-EB2F5FDC67B5.png [View same] [iqdb] [saucenao] [google]
4957508

>>4956125
that's because of the style mostly

>> No.4958533

>>4956125
Not really, I'll be back with some anime pixel art for your to reference

>> No.4958534

>>4949861
kek

>> No.4958535
File: 2 KB, 256x256, OC.png [View same] [iqdb] [saucenao] [google]
4958535

BEHOLD, my wizaard

>> No.4959560
File: 7 KB, 256x256, ElK5mYeXIAMflJp.png [View same] [iqdb] [saucenao] [google]
4959560

>>4956599

>> No.4959671
File: 3 KB, 168x168, 13586083-CEFC-4BA1-9EFD-3E910CDFD0B3.png [View same] [iqdb] [saucenao] [google]
4959671

posting work

>> No.4959738
File: 3 KB, 168x168, 985C406B-181A-4E92-8D94-64FEFA4C465D.png [View same] [iqdb] [saucenao] [google]
4959738

>>4959671
slight revisions and improved arm readability

>> No.4960116
File: 24 KB, 300x924, unknown (1).png [View same] [iqdb] [saucenao] [google]
4960116

idk what to do with this

>> No.4960560
File: 3 KB, 168x168, suggest - Copy.png [View same] [iqdb] [saucenao] [google]
4960560

>>4959738
suggestion

>> No.4960575

Please explain to me: what is the point of making pixel art that is so high res you have to zoom in to even realize it's pixel art

>> No.4960596

>>4960560
ohh thank you very much, lots of good stuff there! I'll revise it

>> No.4960633

>>4960575
honestly, it depends, pixel art in most cases shouldn't go above 480p, most great pixelart is lock at 240p, if higher then those then should be more Oekaki then pixel art.

But i dont see what's so wrong about these?

>>4959560
>>4956599
>>4951889
>>4949387
>>4949022

>> No.4960635

>>4952463
No, the kinnikuman picture was sprited based on official artwork and the converted but also cleaned up and retouched using methods like these.

(which really work btw)

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

I bet the sailormoon sprite artwork was also done that way.

>> No.4960686

Why don't we allow binary art as well instead of shitting our pants over what is and what isn't

Also dissuade low effort beginner stuff like
>>4947730
>>4947752
>>4949728
>>4958535
since pixelart and binary art is NOT a medium in which you can thrive without knowing how to draw and allowing stuff like this only makes people who associate with it look like clowns

>> No.4960765

>>4960686
i just want to learn it enough to make decent sprites for a game

something better than undertale at least

>> No.4960770

>>4960765
Then keep working at it and ignore the shitters. You guys are welcome here but i also think you need to learn more about pixel art for sure. Look up studio miniboss tutorials on pixel art

>> No.4960776

>>4960765
>learn it enough to make decent sprites for a game
Let me guess, you don't know how to program but have an amazing idea and a modicum of mediocre artistic skill that you think will set yourself apart from the rest and make your creation "unique"

>> No.4960778

>>4960776
no i do know how to program
so far i'm like 60% done with the battle system mechanics since that's gonna be one of the harder mechanics

development really slowed down after school though

>> No.4960782

>>4960778
What are you using for it? unity? godot? or did you make your own engine?

>> No.4960786

>>4960782
godot
originally was going to use RPG maker but that's ass and i'd have to do spaghetti code to add in more complex mechanics

>> No.4961078
File: 3 KB, 168x168, 7EF48337-97A5-487B-BE30-4D1CCF6B7953.png [View same] [iqdb] [saucenao] [google]
4961078

>> No.4961094
File: 3 KB, 168x168, D78FB15B-220C-45F3-B0EC-54E2AE07DD21.png [View same] [iqdb] [saucenao] [google]
4961094

>>4961078
different eyes

>> No.4961657
File: 41 KB, 240x240, SmokingCig.gif [View same] [iqdb] [saucenao] [google]
4961657

I don't know how I feel about the background of my piece but I like how the dude came out


>>4960116
Just try finishing it, if you don't like it you can always keep backups of previous stages of the process and try again.

>>4961094
I like this guy

>> No.4961939
File: 5 KB, 256x256, AMGDhGf - Imgur.gif [View same] [iqdb] [saucenao] [google]
4961939

>>4960686
I've been making sprites on and off for around 3 weeks now. I come from more of an animation background. There's no /beg/ thread for pixel artist, so the only way we can improve is through others critique, the OP's sticky, practice, and video tutorials. I know how to break stuff down into a skeleton for what I want to animate, but I'm not sure what style I should go with, such as outlines and no outlines. I've seen both, and I don't know what situations bring them about more than either personal preference and matching the scenery for whatever your putting it in. I know how to draw, I'm just not familiar with all the methods used to replicate it in pixel art. I'm the OP myself, I should probably start using it.

>> No.4962203
File: 1.99 MB, 304x250, 1593683185150.gif [View same] [iqdb] [saucenao] [google]
4962203

>>4960575
breaking news: anon comes face to face with the concept of preference.

>> No.4962394
File: 8 KB, 257x462, Reimu_Idle.png [View same] [iqdb] [saucenao] [google]
4962394

>>4956125
Is this on the right track? It probably needs more variance along the sides for better shading but is there anything else that seems off that should be patched up?

>> No.4962425
File: 115 KB, 709x1278, 20201027_080326.jpg [View same] [iqdb] [saucenao] [google]
4962425

>>4962394
Leg is bothering me. Looks like the right one is bent slightly and the feet aren't grounded. Also all depends on the environment she going to be in which I'm assuming would be top down isometric

>> No.4962471
File: 2.70 MB, 1915x1068, output.webm [View same] [iqdb] [saucenao] [google]
4962471

>>4962425
Ah my bad should've given some context. Just killing time with some pong game (webm related, the main priority was getting it running), and on the left is that sprite so far while on the right is some reference sprite from an official game. Once the left sprite is good enough, I'd want to focus on animations, so for this game the characters are essentially going to be "floating" in the air with eventual animations of moving up/down, hitting, etc. Given that, do you still think the legs need some adjusting anyway? I guess in that 'frame' and in this context it doesn't really look like a floating character

>> No.4962479

>>4962471
Yeah the left still needs to be fixed. Look at the sprite to the right and see how her body is grounded to a surface via her feet and look at the one to the left. Look at my redline and how I drafted the feet

>> No.4962513
File: 7 KB, 241x469, Reimu_Idle.png [View same] [iqdb] [saucenao] [google]
4962513

>>4962479
Something like this?

>> No.4962516

>>4962513
Much better

>> No.4962520

>>4962516
Alright cheers. Next step is probably adding darker sides/edges to make it somewhat 'rich' since it looks way too plain in-game. I'll stop spamming this thread now unless something comes up but thanks for the feedback.

>> No.4962706
File: 21 KB, 1000x1000, Chicken_girl.png [View same] [iqdb] [saucenao] [google]
4962706

My first attempt at a sprite done for a friend, any advice for future ones?

>> No.4962902
File: 14 KB, 72x94, pixportr.png [View same] [iqdb] [saucenao] [google]
4962902

Critique before I start making hair. Is face ugly? I think its the eyes or maybe the cheeks.

>> No.4962905

>>4962706
Soft and cute. I don't think hens have hanging red empty ball sacs though.

>> No.4962963

>>4961657
Low effort, not detailed enough, ugly and unnecesary
>>4961939
In my opinion, the most aesthetically pleasing approach is no outline and only doing selective outline when the colors would clash with each other
>>4962902
Remember to export in a higher resolution so it's possible to look at the pixels up close

>> No.4963006
File: 15 KB, 180x252, pixportr.png [View same] [iqdb] [saucenao] [google]
4963006

>>4962902
>>4962963

>> No.4963054

>>4963006
you should probably clean up the jaggies, though also it's the shading around the nose that just makes it look like a tube, i would also push the nose and mouth to the right more due to the angle it's on not feeling like it aligns right.

>> No.4963139
File: 3 KB, 288x376, s7dhtk.png [View same] [iqdb] [saucenao] [google]
4963139

>>4962902
>>4963006
Try not to use "the scyphian" tier hipstro sprites for reference man.

>> No.4963438
File: 2 KB, 144x188, highlights.png [View same] [iqdb] [saucenao] [google]
4963438

>>4963139
the highlights could be brought back and more could be done with shadow, or the highlight color should be adjusted. there is a lot you can do with suggestion.

>> No.4963731
File: 5 KB, 336x336, peace.png [View same] [iqdb] [saucenao] [google]
4963731

might use dithering to create a "third" shade?

>> No.4963985
File: 4 KB, 288x376, NES style.png [View same] [iqdb] [saucenao] [google]
4963985

>>4963438

>> No.4964051
File: 28 KB, 1123x654, dda3c27ba2ac566071feed0e6aa87103.png [View same] [iqdb] [saucenao] [google]
4964051

>> No.4964304
File: 88 KB, 1628x1920, tomo sprite.png [View same] [iqdb] [saucenao] [google]
4964304

>> No.4964938
File: 134 KB, 1360x768, wip.png [View same] [iqdb] [saucenao] [google]
4964938

thoughts?

>> No.4964950

>>4964938
flat, stiff and uninspired
I can tell from a glance that you were going to color it with insipid colors as well
it is not too late to take a better approach and rectify

>> No.4964980

>>4964938
still too early to really give any feedback, keep working at it

>> No.4964994
File: 8 KB, 628x594, wip.png [View same] [iqdb] [saucenao] [google]
4964994

>>4964950
>make it better
need more than just that man
>>4964980
hows pic related?

>> No.4965089

>>4964304
>>4959560
>>4956599
>>4952882
>>4951889
>>4951485
>>4949022

why is it that good shit like this gets shitnored here on /ic/ but bullshit and bickering gets the crank?

>> No.4965222

>>4964304
I would improve the line work on the mouth, on the smaller res version, it just looks like a bunch of disconnected dots.

>> No.4965233

>>4956599
>>4959560
>>4962706
>>4963731
>>4964304
Blogs?

>> No.4965424
File: 20 KB, 656x650, 111.png [View same] [iqdb] [saucenao] [google]
4965424

>> No.4965426
File: 51 KB, 762x777, 2222.png [View same] [iqdb] [saucenao] [google]
4965426

>>4965424

>> No.4965479

>>4965089
I take getting ignored on here as a compliment, people are ready to comment on anything shit so no response means keep it up imo

>> No.4965491
File: 3 KB, 185x420, ochako.png [View same] [iqdb] [saucenao] [google]
4965491

>>4964994
just draw

>> No.4966099
File: 14 KB, 776x358, pixel_ground.png [View same] [iqdb] [saucenao] [google]
4966099

a technical Q but still related to pixel art, how do I draw pleasant repeating textures without obvious seams?
this is for ground textures in a game

also the memory and size limitations, and more complex issues like performance drops due to swapping texture pages in the video memory, are really screwing up my focus on just choosing a certain size of ground texture and drawing it

>> No.4966301

>>4947695
I found some stuff to add to the tutorial part of the OP

https://saint11.org/blog/pixel-art-tutorials/
https://twitter.com/Sadface_RL

>> No.4967971
File: 2 KB, 192x192, SmallAnimeGirl.png [View same] [iqdb] [saucenao] [google]
4967971

Think I'm calling this one done because not sure what else I want to change/ do to it

>> No.4968183

>>4967971
try animating it
start with a simple 4-frame idle loop

>> No.4968217
File: 5 KB, 140x140, Progg2.png [View same] [iqdb] [saucenao] [google]
4968217

Current WIP.

>> No.4968223
File: 12 KB, 267x451, ken.png [View same] [iqdb] [saucenao] [google]
4968223

homer do good?

>> No.4968231

>>4968223
What happened to the arms Anon? The arm to my left looks deflated and smaller than the one to my right. Work on that.

I'd say you did good for the legs but the left leg looks messed but It can be fixed. The feet looks good except for the left again.

Overall, good pose your going for, quite lively. The colors could use some more punch. Keep trying to do good Anon.

>> No.4968621

>>4968217
naisu

>> No.4968778

>>4968217
looking GOOD but remember to export in higher resolution so it's possible to make out what's going on

>> No.4969133

Can I start learning how to draw directly with pixel art?

For instance, can I follow "Fun with a pencil" and do the exercises all in pixel art?

>> No.4969149

>>4969133
From my experience it's useless to start with pixel art. Other way around however is far more effective.

>> No.4969500

>>4969133
i personally wouldn't start with pixel art learning how to draw, however you can apply many techniques in general art to pixel art once you're more experienced

>> No.4969585
File: 5 KB, 336x400, amy selfie.png [View same] [iqdb] [saucenao] [google]
4969585

sorta stumped on this one, does the perspective make sense?

>> No.4969650

Pixel art is trash.

>> No.4969802

>>4969650
Thanks for your input sagely anon

>> No.4969858

>>4969585
not bad i will say.

>> No.4970114

>>4969585
blogs?

>> No.4970144
File: 19 KB, 538x375, blur.png [View same] [iqdb] [saucenao] [google]
4970144

i was dicking around with colors and acidently added a blur to the red, thought it looked nice and decided to blur all the colors. i know this looks kinda shit since i rushed it but do you think this could work as a fast way to get fancy looking sprites with less effort?

>> No.4970654
File: 12 KB, 560x560, proggdone.png [View same] [iqdb] [saucenao] [google]
4970654

>>4968217
I'm calling this done for now. I'll probably leave it for a week while working on another piece so I can see this with fresh eyes.

>>4968621
Thank you,

>>4968778
Ok.

>> No.4970940

>>4970144
No
work on your fundamentals before trying fancy effects and filters

>> No.4971210

what's the best free way to trace pixel art without lowering the resolution of the original image?

>> No.4971225

>>4970144
i'm going to be honest, the blur looks terrible.
>>4971210
what exactly are you trying to achieve here?

>> No.4971229

>>4971225
>what exactly are you trying to achieve here?
i want to take an image and trace over it at a lower resolution

>> No.4971331

>>4971229
There's an option in Aseprite that lets you do just that if I understand you correctly. You can use a reference image, set the opacity to like 50 percent or whatever, and draw over it using only small pixel square (32 x 32, 16 x 15, or whatever you want it to be)

>> No.4971393

>>4971331
aseprite costs money and i am poor and don't want to dump money on a passing interest

>> No.4971427

>>4971393
use graphicsgale then. Functionally identical but the creator made it freeware.

>> No.4971451

>>4971427
how do i do that with graphicsgale then

>> No.4971465

>>4971451
I dunno figure it out lmao

>> No.4971627

>>4971393
aseprite is open source which means you can compile it from the source and use it free of charge

>> No.4972420
File: 3 KB, 168x168, BB9C98F7-AD8B-4D1A-993A-FC2192221C4A.png [View same] [iqdb] [saucenao] [google]
4972420

Can I get some critique on this g?

>> No.4972693
File: 5 KB, 1180x328, 01.11.2020.png [View same] [iqdb] [saucenao] [google]
4972693

Face angles study.

>> No.4972712

>>4970654
Blog?
Twitter?
Tumblr?
Instagram?

>> No.4972716

>>4972693
nice, but last one looks little weird compared to others. one in the middle is my favorite. good job overall.

>> No.4972843
File: 76 KB, 800x640, skull.jpg [View same] [iqdb] [saucenao] [google]
4972843

>>4972693
Pretty good, on the last two note that a normal skull's cranium generally looks wider in the side profile.

>> No.4973116

>>4950807
bro you just posted cringe...

>> No.4973135
File: 3 KB, 168x168, 3435D22E-AB11-4897-9119-BF8DCFC5BDE6.png [View same] [iqdb] [saucenao] [google]
4973135

>>4972420
Or on this one?

>> No.4973150

>>4973135
pretty cool stuff, but it's a little tough to critique little monsters like that. Maybe for the blue one try using your magenta shade to add some texture to the big blue sections

>> No.4973167
File: 8 KB, 448x448, 5ABF9F1C-582F-4983-B2D8-71ED4760385D.png [View same] [iqdb] [saucenao] [google]
4973167

>>4973150
Well I can definitely upscale my stuff if that's the problem.
I'll see if I can fit some more shading into it

>> No.4973183
File: 931 B, 54x54, lizardbat.png [View same] [iqdb] [saucenao] [google]
4973183

>>4973167
Oh nah I just mean it's tough to critique these guys cause they're creatures of your own invention, so I can't tell if you're getting the anatomy right and stuff.

For the red bat guy the number one thing I'd recommend is a little clarification on the eye, and then whatever that grey strip going diagonally down across his body is. is that part of the wing, part of the body?

>> No.4973186

>>4973183
Ah okay that's understandable!
If with the grey strip you mean what I believe you mean then that's his beak.

>> No.4973202
File: 2 KB, 54x54, lizardbat.gif [View same] [iqdb] [saucenao] [google]
4973202

>>4973186
Oh! ok, then I do have a critique. I didn't read that as a beak at all, all that stuff on the face to me pretty cleanly read as an open mouth with teeth and a tongue. Here this gif shows how I was seeing it and how'd I'd make the beak read more clearly

>> No.4973211

>>4973202
oh I see, thank you!

>> No.4973756
File: 5 KB, 1180x328, 02.11.2020.png [View same] [iqdb] [saucenao] [google]
4973756

>>4972716
>>4972843
Thank you a lot, anons!
That was exactly what was wrong with it. I tried to fix it, now the side view looks better, I think.

>> No.4973802

>>4973756
yes, looks way better indeed.

>> No.4974368
File: 13 KB, 242x474, millia.png [View same] [iqdb] [saucenao] [google]
4974368

thoughts?

>> No.4974502

>>4974368
she looks stiff and noodly at the same time. I can't tell if that thing on her back is her hair or a weapon

>> No.4974756

>>4974502
>hair or a weapon
Both, its a guilty gear character who can turn their hair into swords and shit

>> No.4974777

>>4974368
try using your darker shade to imply shapes and shadows instead of just slapping it up against the outline like that

>> No.4974806

>>4951599
This shit is why Shaq-Fu is the worst fighting game ever.

>> No.4974845

>>4974368
The s curve of her body needs to be way more exaggerated. Go look at her idle stance and compare it to yours. She leans wayyy further to the side

>> No.4974876

>>4974368
This looks appealing for the most part, probably because you've got a strong silhouette for the legs and possibly the head.
The colors work well here and are fine for the most part. Also, you have some good character design going on here.

Just some nitpicks here and there but I think her hair/weapon could look better if flipped to the other side of her head?

Like anon >>4974502 pointed out, her arms are noodles and she looks a bit stiff.
The arm noodle certainly works but the dislocation at the arms to my left and the vague shoulder makes the style fall apart.
Particularly the left arm because the shoulders wouldn't really catch that much attention afar.

I mainly blame the stiffness to the facial expressions and the linework.
The linework looks okay, but looks bland and can be given a little more color for personality. Try a tinge of brown, dark red or navy blue for experimentation. I mistaken the face for a crying one dot, probably because the color white blended too much with the skin color.
Shift the hue to blue and don't be afraid to make it a little darker. Lastly you may want to fix the head, her head is bulging a little to the right.
Fixing this may require reworking the head overall but try moving the upper 3 pixels to the left and fix up those below it to see if this
does anything.

Keep going anon.

>> No.4974901
File: 9 KB, 500x500, Sprite-millia.png [View same] [iqdb] [saucenao] [google]
4974901

>>4974368
- stop relying on outline to color stuff in, use raw colors to force your brain to figure out the color palette and how the colors interact with each other
- don't draw from memory, use a lot of references, you can even trace and then clean things up a bit; this sprite I made was traced from her standing animation and then cleaned up where stuff didn't look good
- don't symbol draw, feel the form and make a rough base shape even if it looks weird at first; the sleeves on this sprite are a good example

>> No.4975424
File: 60 KB, 600x800, 1560581067730.jpg [View same] [iqdb] [saucenao] [google]
4975424

>>4973756
still too flat

>> No.4976885

Bump

>> No.4977522
File: 2 KB, 168x168, 4B6C8D1D-7A91-4713-A43B-57577A2EBCB0.png [View same] [iqdb] [saucenao] [google]
4977522

crit plox

>> No.4977527
File: 2 KB, 168x168, 494CA447-746D-4637-A5DD-C3F31F13EA77.png [View same] [iqdb] [saucenao] [google]
4977527

>>4977522
wrong file

>> No.4977937
File: 2 KB, 200x121, guy.png [View same] [iqdb] [saucenao] [google]
4977937

>>4977527
I think you could push the figure a little more.
while some of these are just stylistic suggestions there are areas where i think you could vary the color usage.
not entirely sure what to do with the collar but hey.
I've noticed that your line work has these L's and sometimes you use them effectively such as in suggesting finger joints and tips, i don't think they're always so cohesive to the form such as the inner L around the wrist and another trying to suggest an elbow. I get what you're going for but to my eye it makes the line work feel a little ragged

>> No.4979656
File: 16 KB, 1120x630, sunset.png [View same] [iqdb] [saucenao] [google]
4979656

wip

>> No.4979753

>>4979656
keep working on it

>> No.4980277
File: 102 KB, 1920x1080, DeerRemake.png [View same] [iqdb] [saucenao] [google]
4980277

>>4970654
Good shit, fucking love it
>>4965089
>>4965479
This^
Im the guy who did the bettle

>> No.4980358

>>4980277
you have a nice approach to some things like the trees, but, the deer feels very out of place next to it and the mixing of the detail level clashes.
deer lineart is messy and jagged. just like in >>4951485 you probably struggle with background balance and filling space. you have some good ideas about forms and how to shape them but in that work it feels like you don't entirely know what to do with the work and the inabability to let it breath makes it suffer making much of the background end up blending into each other because all of it is detailed.

the scribbling on the background doesn't give off a great effect, and the moss in the foreground makes it feel unbalanced and uninterrgrated into the perspective of the work on whole.

i also think that this just suffers from being way too big and thus looses any impact it might of had with some of it's more simplistic design choices.

>> No.4980414

>>4980358
Yeah, its my first attempt at high res pixelart. While doing the lineart i thought leaving it 1 pixel thick looks retarded and i wanted to give it an effect of being furry there are where jaggies come from. Wait, i cant see jaggies in my 108x108 drawing with the bettle.
Oh yeah the background being simplistic and blending together is my retarded reflex of making artwork only for game assests, my backgrounds are always bland and souless in order to blend and be easy on the eye as in game design shit. Yeah rushed the ground because i just wanted to finish it after spending 12h straight on it.
Thanks for the feedback, i always forget to look at these problems. Do you think its a big problem that i like to keep backgrounds more simple so people can focus more on the main thing(the deer) when i make general artwork not game assests? Like, is it necessary a bad thing?
Also, do you have high res pixel art artwork so i can get a better idea on how to keep the same level of detail for different shit? I legit cant find high res pixel art on google only shitty one. Pyw if so pls.

>> No.4980916
File: 38 KB, 655x655, Capture.jpg [View same] [iqdb] [saucenao] [google]
4980916

>> No.4980938

>>4980916
Too man square edges

>> No.4981051

>>4980414
You were going in the right direction with the other colors within the body of the deer, using those to suggest form and fur texture while using white as an edge color may work out better for you. while how it interacts now feels like it works against it.
Jaggies are less apparent in the beetle one and the mushroom forms are generally good, but the sky and the grass feel rushed and could be improved with a once over to get rid of the awkward parts.
i don't think simplistic backgrounds are a good or bad thing i think it's trying to achieve a level of balance within the work where it feels cohesive and integrated. take say varying the bottoms of the trees and rendering some simple underbrush could of been visually much better than the straight cut off look of the bottom of the trees where the deer is, it draws attention of the problem, where around it you've hidden the problem.

I do consider high-res pixel art something that thrives with detail, and if you're aiming for something simplistic overall condensing it might be a good idea, however it's not impossible to have the best of both worlds.
are you looking for natural forms in particular, or just high-res in general?

>> No.4981704
File: 8 KB, 168x168, D4C7609A-AE70-41B6-8EBB-3A08F2259A41.gif [View same] [iqdb] [saucenao] [google]
4981704

>> No.4982191

>>4981704
what is even going on here

>> No.4982236

>>4981704
I can see where you're going but I feel like if there is a few more frames in between it would make it look a lot more cohesive and fluid

>> No.4982416

>>4981051
Thanks for the feedback, im legit a turbo retard and i dont draw digitally or traditionally so doing high res shit is very different for me, i shat myself that the trees dont look with more detail and made them simplistic asfk because i didnt feel confident i can make lighting on a big canvas.
Im looking for high-res in general but with a more pixelart look and edges than rendered blobs of pixels that make the drawing look like a painting, because thats all i found

>> No.4982719
File: 64 KB, 1280x720, RetroPortofolio1.png [View same] [iqdb] [saucenao] [google]
4982719

Castlevania vibez

>> No.4982867

>>4982191
kick
>>4982236
yeah I think so too but I doubt the game I'll be using this for would be able to handle it size-wise

>> No.4984343
File: 3 KB, 179x172, Epic Lady teaching Born Lande Equation 2.png [View same] [iqdb] [saucenao] [google]
4984343

I'm failing chem despite being 1 year ahead in class.

>> No.4984344
File: 6 KB, 539x516, Epic Lady Chem.png [View same] [iqdb] [saucenao] [google]
4984344

>>4984343
Shit forgot to upscale the image

>> No.4984442
File: 2 KB, 454x441, Epic red guy.png [View same] [iqdb] [saucenao] [google]
4984442

>> No.4985439
File: 19 KB, 1000x736, Big size entangel.png [View same] [iqdb] [saucenao] [google]
4985439

wew

>> No.4986048
File: 23 KB, 1026x990, Epic Jaquee.png [View same] [iqdb] [saucenao] [google]
4986048

>> No.4986792

So, if your character is big, you draw stick into sillhoute,
and if your character is small, you only need to draw sillhoute,
right?

>> No.4986794
File: 3 KB, 266x238, Jelly_bean_man.png [View same] [iqdb] [saucenao] [google]
4986794

Thought on this Jelly Bean man?

>> No.4986919

>>4986794
>Jelly Bean man
I just got this fucking pun holy shit
He looks kinda flat in the smaller sprites

>> No.4987457
File: 39 KB, 1200x600, Kvervandi.png [View same] [iqdb] [saucenao] [google]
4987457

>> No.4987503

>>4952882
Th

>> No.4987584

>>4974368
Learn to draw, then come back to pixel art.

>> No.4987701
File: 361 KB, 400x225, dam24ic-fb9fd8f6-6cf2-4429-b38a-032d2bf63c48.gif [View same] [iqdb] [saucenao] [google]
4987701

>>4982416
6vcr has some interesting stuff that goes more into high res territory

>> No.4987704
File: 590 KB, 300x360, dbkjaru-fe7a7f2d-fc6e-4ef5-8c6f-952ea8a18e1c.gif [View same] [iqdb] [saucenao] [google]
4987704

>>4987701

>> No.4987714
File: 176 KB, 500x420, 27970_p0_master1200.jpg [View same] [iqdb] [saucenao] [google]
4987714

>>4987704
i'd also say that drawing from Oekaki influences and how some artists draw backgrounds helps out with starting in high res pixel art though it depends on the artists style

>> No.4987722
File: 148 KB, 432x576, 19500512_p0_master1200.jpg [View same] [iqdb] [saucenao] [google]
4987722

>>4987714
this allows for things to be more simplistic, but still effective in drawing the eye to a more complex main focus

>> No.4988108
File: 32 KB, 750x1500, Iran.png [View same] [iqdb] [saucenao] [google]
4988108

Something feels off about this

>> No.4988128

>>4988108
skinny neck
wrong perspective on the guy
those weird spike things underneath his arms

>> No.4988140

>>4988128
Thanks bro

>> No.4989276
File: 90 KB, 400x320, 545770CA-8F0E-4C05-98A3-2BE163CC95A0.gif [View same] [iqdb] [saucenao] [google]
4989276

>> No.4989289
File: 5 KB, 56x56, 31A2E621-25F3-472F-A8A0-3502D268DB32.gif [View same] [iqdb] [saucenao] [google]
4989289

>>4989276
very nice

>> No.4989400

>>4989289
What's his name? Also how's the progress going on your rom hack?

>> No.4989434
File: 2 KB, 168x168, 0D8C5BD8-908F-4AC4-8FBD-16D69D0D544A.png [View same] [iqdb] [saucenao] [google]
4989434

>>4989400
It's Spinner (spin/spinne(german for spider)+spider, it's genius I know, Spinner is also a german idiom for people who are kinda off the rails)
It'll have the highest speed stat in the game and get some fun Technician-boosted coverage. Other names I've considered were Arachnotate, Arachnoll, Spinder and Spidreh, but ultimately I liked the "just take a word and make it this thing's name" thing like with Hypno or Golem.
Currently there's a lot to do irl so I can't spend much time just sitting down and coding, mostly designing and spriting whenever the opportunity arises. It's gonna be helpful to have stuff planned out once I get to it I think.

>> No.4989483
File: 2.52 MB, 600x800, LOVELY FUTURE.gif [View same] [iqdb] [saucenao] [google]
4989483

i hate art

>> No.4989513

>>4989483
Really cool anon I like it.

>> No.4989541
File: 185 KB, 4380x2260, Stadiumm.png [View same] [iqdb] [saucenao] [google]
4989541

>> No.4990543

>>4948837
Not the anon you are replying to but, I have to say, congratulations dude, good luck

>> No.4991649
File: 6 KB, 170x225, MarlePunishment.gif [View same] [iqdb] [saucenao] [google]
4991649

People make some really neat art here. And here am I with my shity edits.

>> No.4991658

>>4987701
>>4987704
pure soul here. good shit, bratuha

>> No.4993570
File: 9 KB, 1156x668, 12.11.2020.png [View same] [iqdb] [saucenao] [google]
4993570

More angles of the same guy as here:
>>4973756
I'm not sure with the 4th one, though. The hairstyle on it just don't look right, but I have no idea on how to fix it.

>> No.4993589

>>4991649
SOUL, it shows the difficulty life being a woman prisoner in the past was like, most avoid depicting woman in the past but not you, you truly are an artist unafraid of showing the cold reality of human behavior

>> No.4993625
File: 11 KB, 249x291, MarleAnimConcepts2.gif [View same] [iqdb] [saucenao] [google]
4993625

>>4993570
oh shit, he looks pissed now. Four doesn't look bad at all.
>>4993589
Finally someone understands deepest lore behind my craft. What a refined taste you have.
By the way I plan to make little flash game out of these someday. I even made small prototype featuring battle system that looks very close to one in CT. Still nowhere near completion though

>> No.4993878

>>4993570

there is probably a factor were because the ear isn't a consistent anchor point in the forth one compared to the first three and the head is on a different angle it looks off.
You're also suggesting a heavier brow ridge with the eyebrows that the 3 and 4 lack so it's a little awkward looking. and his very convex forehead gives off a Neonatal look and doesn't lend itself to the small shadow cast possibly putting the eyes further back too to put emphasis the sunken in look?

>> No.4994682
File: 3 KB, 240x144, CatTileset.png [View same] [iqdb] [saucenao] [google]
4994682

Got 45$ for this, lmao.

>> No.4994695
File: 3 KB, 445x335, 27.03.2020-2.png [View same] [iqdb] [saucenao] [google]
4994695

>>4994682
Lol, where did you managed to sell that?

>> No.4994724

>>4991649
>>4993625
based and humbird0-pilled

>> No.4994725
File: 53 KB, 1080x1080, Adventurer.png [View same] [iqdb] [saucenao] [google]
4994725

>>4994695
Didnt sell it, i got commissioned to make the main character for a very simple mobile game.

>> No.4994757

>>4994724
>humbird0
He inspired me to try and make my own shit in flash. That said, he still uses his janky engine that written in ActionScript 2.0 (very outdated syntax even by flash standards) Also, he recycles his sprites and animations a lot, which makes all of his games look the same.

>> No.4994871
File: 18 KB, 128x280, mutant sprite (pistol).gif [View same] [iqdb] [saucenao] [google]
4994871

thought?

>> No.4994901

>>4994871
good, but colors are dull and boring

>> No.4994954
File: 26 KB, 570x800, Tutorial.png [View same] [iqdb] [saucenao] [google]
4994954

>>4994871
Try my tutorial for HUE shifting colors

>> No.4995553
File: 31 KB, 210x440, sathy-fire.gif [View same] [iqdb] [saucenao] [google]
4995553

I'm trying to improve

>> No.4995882

>>4995553
Very cute, Anon. I like how the light of the fire is apparent on the figure but the contrast between the colours is too low. A dynamic pose would help too.

>> No.4995970

>>4995882
You mean like the shades aren't diverse enough? That's one of my weaknesses, I'm trying to get better with hue shifting. Thanks for the feedback!

>> No.4995997

>>4995970
Try using some pre-made palettes to start off.
https://lospec.com/palette-list
It's really helped me out

>> No.4996033
File: 42 KB, 1484x1052, Macks Coloured Large.png [View same] [iqdb] [saucenao] [google]
4996033

Does this still count as pixel art?

>> No.4998378
File: 3 KB, 200x122, Sprite-0004.png [View same] [iqdb] [saucenao] [google]
4998378

I'm making some preliminary plans for a point and click adventure h-game... This is my first draft of a character concept. What do you guys think? Would anyone pay for a game with this look? I also did a test animation of an h-scene if you guys are interested.

>> No.4998396

>>4996033
no, that's oekaki

>> No.4998563
File: 12 KB, 1444x668, 15.11.2020.png [View same] [iqdb] [saucenao] [google]
4998563

>>4993625
Thank you!
>>4991649
Never despair - all of artists started from zero and worked their way up, gaining skill and technique. The only thing that matters is practice, I believe. Just continue drawing and you will surely get better over time.
>>4993878
Thank you a lot! I had this vague childish feeling coming from him, but couldn't put my finger on it! I tried to make his forehead smaller, is it better now?

Also, tried angles from below.

>> No.4998584 [DELETED] 
File: 14 KB, 1156x668, Matchup.png [View same] [iqdb] [saucenao] [google]
4998584

>>4998563
The only thing that is really off to me is that the ear doesn't line up with the other views. It should be in the same position in all angles.

>> No.4998590 [DELETED] 

>>4998563
>>4998584
Oops I saved your old picture instead, it definitely looks a lot better now. Hopefully my advice can still help though

>> No.4998609
File: 1 KB, 284x392, V.K. smile.png [View same] [iqdb] [saucenao] [google]
4998609

>>4998590
Thank you again, I'll fix that!

>> No.4998837
File: 790 B, 64x64, file.png [View same] [iqdb] [saucenao] [google]
4998837

does this look like an astronaut helmet with red frills under?

>> No.4998851
File: 1.54 MB, 976x808, run_right.webm [View same] [iqdb] [saucenao] [google]
4998851

Made this and now I'm trying to remake it for four directions. I have no idea what I'm doing send help.

>> No.4998853
File: 1 KB, 256x48, 4_way_test_01.png [View same] [iqdb] [saucenao] [google]
4998853

>>4998851

>> No.4998909

>>4998837
I'd say so. Don't really get the blue/yellow thing on the visor but the idea is conveyed.

>> No.4998966

>>4998563
looking good my dude!

>> No.4998977
File: 9 KB, 1156x668, 15.11.2020-2.png [View same] [iqdb] [saucenao] [google]
4998977

>>4998966
Thank you for your kind words! Here is a new guy:

>> No.4998982
File: 64 KB, 884x360, reference.jpg [View same] [iqdb] [saucenao] [google]
4998982

>>4998851
STOP IMMEDIATELY do not remake this it's incomprehensible. grab a gif of literally any competently done walk cycle and drag it into aseprite and look at the individual frames to understand what's going on. start with like 4 frames to get the basic poses in place, and only do more than 6 when it already looks good.

I don't know how you messed up this bad but please do not accept yours as done or move on. actually learn the basics.

>> No.4998985

>>4994871
there's no value contrast at all, and the colors blend together enough to feel blurry.

>> No.4998986
File: 13 KB, 512x1024, B6D77CF7-FC1B-45F9-92F0-3A57347583B2.png [View same] [iqdb] [saucenao] [google]
4998986

At what point can you no longer call something “pixel art”? It’s something I’ve been thinking about for a while.

>> No.4998989
File: 412 KB, 592x475, EB70B1B7-43F5-46CF-B0C8-714062C9CDAC.png [View same] [iqdb] [saucenao] [google]
4998989

>>4998378
My standard took the deep-end that I can coom to pixels

>> No.4999054

>>4998378
I'd suggest defining the booba a bit more on the naked sprite, looks like a solid piece of meat right now

>> No.4999130

>>4998982
Alright, thanks for being honest. I actually tried to copy a walk cycle before but I guess I fucked up really bad. I'll try again with a simpler shape and then post when I'm done. Do you have any advice on trying to draw stuff in four directions? I know there's no substitute for just practicing and training yourself to think in a 3D space but I also don't want to not make games just because I'm retarded and not a good artist yet. I'm just trying to get something that I made myself that's more consistent than anything. I'd rather have consistently retarded art than spotty art that is good or bad but inconsistent.

>> No.4999132

>>4998851
sprite itself is fine, but he is dancing, not running. look up some nes/snes/gen sprites and try again.

>> No.4999133
File: 88 KB, 592x475, 4FD8A529-2D72-4AB8-AEDC-F4C6DC6BE093.jpg [View same] [iqdb] [saucenao] [google]
4999133

>>4998989
You have much to coom to yet, young grasshopper

>> No.4999153

>>4998378
>>4999054
not anon who made this sprite. I think this is how booba should look like.

>> No.4999156
File: 2 KB, 200x122, 1605409600106.png [View same] [iqdb] [saucenao] [google]
4999156

Oops. Forgot the pic

>> No.4999196
File: 6 KB, 108x98, Sprite-0005.gif [View same] [iqdb] [saucenao] [google]
4999196

>>4999156
This is a good critique, thank you. Since this is my first time pixeling nudes I have a lot of improving to do.

>> No.4999200

>>4999196
I think the booba could use some more jiggle/dynamic lighting but very nice animation otherwise

>> No.4999220
File: 3 KB, 200x122, Sprite-0004.png [View same] [iqdb] [saucenao] [google]
4999220

>>4999200
Yeah, I'll probably do more frames in future animations to make it more fluid. That animation only has 5 frames.
Here's an updated sprite sheet with some changes. I added some highlights and accentuated the breasts a bit more, but not as extreme as the suggestion above. Hopefully it's a nice middle ground.

>> No.4999231

>>4999220
It's better now, though I think that it would be better to use lighter shadow of red for hair highlights, not the white dots. Also, since resolution of your sprites isn't so big, I'd recommend you to upscale sprites 3 times for posting.

>> No.4999248
File: 6 KB, 480x183, Sprite-0004.png [View same] [iqdb] [saucenao] [google]
4999248

>>4999231
Here you go. I figured it would be fun to let the player change the protagonist's hair color.

>> No.4999273

>>4999248
good stuff anon keep it up

>> No.4999507

>>4998909
i wasn't sure on wether to make the visor blue or yellow
so i made it both

>> No.4999509
File: 3 KB, 128x128, girl.png [View same] [iqdb] [saucenao] [google]
4999509

>>4999248
trying to make her look less like a blow up doll.

>> No.4999566

>>4999509
It did look a little like that, didn't it. There's a lot for me to learn. I'll try to do better.

>> No.4999640
File: 22 KB, 316x296, MorriganWalkSide.gif [View same] [iqdb] [saucenao] [google]
4999640

I think I nailed the look this time. It's just free transform mock-up for now, but already her walk seems less ridiculous than before. I hope back view not gonna be as hard to make.

>> No.4999719
File: 10 KB, 135x275, MoriGuide.gif [View same] [iqdb] [saucenao] [google]
4999719

>>4999130
Don't be so hard on yourself, anon. Try to edit sprites from old games first, it will give you better understanding of pixel art in general. It helped me (those horrid Marle porn sprites are mine by the way) it might help you too.
As for more practical advice: use some kind of skeleton (floating balls, stick figures or both) for each frame before drawing actual sprite itself.

>> No.4999745

>>4999640
the legs look good, i would suggest pushing the shoulder forward a bit at the peak of forward swing so the arc doesn't feel so stunted

>> No.4999796

Looks great
I don't know if you intended this or not but she looks very regal/powerful in her stride because of her straight back and shoulders.
Good job!

>> No.4999851
File: 5 KB, 228x183, Sprite-0006.png [View same] [iqdb] [saucenao] [google]
4999851

Alright so I'm continuing to iterate on this character design and my own skill. Hope I'm heading in the right direction. Thoughts?

>> No.4999879
File: 14 KB, 195x270, MorriganWalkDown.gif [View same] [iqdb] [saucenao] [google]
4999879

>>4999719
>the legs look good
They do, I guess. It was a lot of pain to get it right. It should not be too difficult to adjust torso, hands and head now.

>>4999796
Thanks for the feedback! Only intention I had is to make her walk look natural. Everything besides is happy (or not so much) little accidents. Hope to complete all 4 directions before new year and after that I'll try to make spell cast anims.

>>4999851
I like this one! Those eyes are very expressive and she definitely looks less flat thanks to those highlights. Color values are good too. Very solid sprite overall.

>> No.4999884

>>4999879 that first answer meant for >>4999745 obviously

>> No.5000034
File: 7 KB, 504x168, 42989B0A-F4C9-4DA7-8EEA-69BE18287774.png [View same] [iqdb] [saucenao] [google]
5000034

>>4999851
Definitely improving. The form is felt.

>> No.5000076
File: 3 KB, 400x350, Sprite-stacy.png [View same] [iqdb] [saucenao] [google]
5000076

I haven't gotten back into the habit of spriting in so long, my stuff is usually much higher res and animated as well but I thought I'd do something simple to get the rust off

>> No.5000087
File: 47 KB, 192x192, 1604966388271.gif [View same] [iqdb] [saucenao] [google]
5000087

The other day I saw this gif as well, which deeply interested me because of how well the techniques of antialiasing and sub-pixel animation came together to bring that much more life to an otherwise very simple sprite

Doesn't it inspire you as well? I surely hope so!

>> No.5001035
File: 11 KB, 600x360, WIPmuntain.png [View same] [iqdb] [saucenao] [google]
5001035

I'm not sure if the lake looks like a lake at all, I might rework the foreground and clouds.

>>5000087
This is very impressive considering the canvas size and smooth movement, reminds me of metal slug's subpixel animation somehow.

>> No.5001038

>>5000087
forgot to ask but, sauce?

>> No.5001171

>>5001038
Gensokyo Night Festival

>> No.5001306
File: 1 KB, 50x91, DMG.png [View same] [iqdb] [saucenao] [google]
5001306

Any Advice?

>> No.5001314
File: 3 KB, 150x273, DMG.png [View same] [iqdb] [saucenao] [google]
5001314

>>5001306
Oh shit, i should resize the image

>> No.5001856

>>5001314
I'm having trouble distinguishing the pink from the flesh tone

>> No.5002204
File: 5 KB, 256x256, file.png [View same] [iqdb] [saucenao] [google]
5002204

those sleeves are supposed to be burnt

>> No.5002758

>>5000034
What is that technique called, where some of the outline pixels are the same color as your characters color?

>> No.5003116
File: 3 KB, 168x168, 330A5ADD-2848-4B4A-843A-627ED553A9F1.png [View same] [iqdb] [saucenao] [google]
5003116

>>5002758
anti aliasing I think

>> No.5003123

>>5003116
No, AA is a method to make lines smoother. Like if you have a black line with sharp corners you could add in some gray pixels at the corners to make it smoother. I just call it a color outline vs a black one

>> No.5003126
File: 3 KB, 120x120, 140E5508-3FD8-465E-93EF-77889934F105.gif [View same] [iqdb] [saucenao] [google]
5003126

>>5003123
I mean, uh, yeah. But that's essentially what you're doing with the color.

>> No.5003262
File: 8 KB, 336x332, MMBN_DMG.png [View same] [iqdb] [saucenao] [google]
5003262

>>5001856
>>5001314
Okay how about now?

>> No.5003268

>>5002204
please learn how to draw before delving into pixelart

>> No.5003524
File: 1 KB, 56x56, F3446879-4D65-4F20-935B-E2760C86CF0F.png [View same] [iqdb] [saucenao] [google]
5003524

crit plox

>> No.5003529

>>5003262
Is she supposed to be floating around or is she standing? I'm asking because DMG doesn't have pointy shoes and in your sprites it looks like she has 'em

>> No.5004300

>>5002758
>>5003116
selective outline

>> No.5004318

>>5003529
yeah, she's floating around

>> No.5005527

>>4981704
Add a frame of anticipation instead of that weird second frame leading to the kick and add some motion blur to the kicking frame.

>> No.5006234

New thread where?

>> No.5006428

>>5003268
>please learn how to draw before drawing anything
Yes people keep making that mistake that they make art without reading books for 5 years first

>> No.5006528

>>5006428
Stop being a pissy bitch and improve then, if you don't then I'm in my complete right to call your piece of shit drawings out

>> No.5006910

>>5003524
Could you resize the sprite, right now I can't tell if its a lizard-esque creature or some dude wearing a cool helmet.

>> No.5006975

>>4999196
>>4999156
>>4999220
>>4999248
I recognize that style somewhat,Is that you, MegaBlueBall?

>> No.5007010

>>5006975
That artstyle is too mainstream
i recognize at least 3 game that have that artstyle

>> No.5007087

>>5007010
Name 3 then.

>> No.5007446

NEW BREAD!!??