@Sharm , thanks as always for your insight. As mentioned, the shading was wonky, basically because I wasn't using the DB32 color pallete as I wanted to. I can see the duck feet you mentioned, but trying to fix it is making my head hurt, I'm having problems seeing how to convey a front and back step in such a small canvas.
The canvas is another problem. Since I'm working on 16 pixels, I choose a head size of 4 because one of 3 always made my sprite uneven, either 1 pixel to left or right, never truly "centered". This broke the legs since I had to draw two lines in the middle to split the legs apart, but when making the steps one line vanishes and I must make use of shading (?) to fix it.
Speaking of shading, I never know when it is too much or too little. And speaking of colors, I'm having a hard time coming up with a good skin tone in DB32 (sprite isn't made with DB32 - yet - , by the way), even though I know it must be there and obviously I'm doing something wrong.
Do the feet brighter than the legs. They're flat so they're catching more sunlight. I think this version looks better. I think the skin tone you've got right now looks just fine. If you don't like the greenish brown you could shade with the orange. It's a bit bright but it looks pretty good once you have the hair and clothes on. I understand your frustration with the center line. Sometimes I deal with the double thick center, and sometimes I deal with it being off center to keep the middle looking clean. Generally it depends on how I'm doing the nose for which I end up using. Don't worry about it too much, it's not something that most people are going to really notice.
So I could not figure out how to get the casting aura in his hand to repeat over 3 frames. That's just what I decided to leaves it at, time take a break at because it's late. I'll have another go at him some other time down the road. I'm getting closer to having a complete SV Battler sheet. It's not pretty, but I can touch it up later. Just getting some of these basic poses to look right is tough.
Dear pixel art overlords, your humble subject needs your help!
As I edited a lot of Vexeds POP! tileset, it dawned upon me that while I absolutely love her style, I'd rather have my own unique tileset with a little bit more detail and a little less contrast. So I started making my own tiles a few months ago and I'm slowly getting better. I'm at the point where I don't need to borrow colors anymore, but I struggle with highlighting colors and probably dark tones/contrast.
This room is nearly done, but I need feedback how I can improve upon this. The second floor is still a placeholder. The colors are borrowed from another game. And the flames use POP!-colors.
I have the feeling that I should use a different color for the spikes on the floor and then maybe use this color for the border of the second floor, but I'm not sure which color I should choose. Maybe the wall needs a different color for the border at the bottom as well?
I'd like to keep the dark and muddy tone of this room if possible but of course I'm open to changes
Please help me with my color-problem and I shall provide e-cookies!
@Lestroth I love what you're doing there. I can only give you what stands out to me visually, but the second story floor could be a smidgen brighter and probably not lose your "gloomy" feel you're going for. But honestly that looks awesome, more goals for me to set.
Edit #1: Happy Thursday.
I have been having a go at getting some shapes for the interior assets. I have been working on walls, roof borders, and other knick knacks. I should be ready to start taking stabs at texturing soon.
Thank you both for your recommendations and the kind words! You really picked me up again. I was pretty down lately because sometimes I have such a hard time with the tiles and the coloring. Maybe I overthink things too much. Sometimes I even feel kind of dumb because I just can't see which color fits the other...
In the case of this dungeon, your tip with the brass, Sharm, really did the trick for me. Now somehow everything fits together.
Now that you mentioned it I also see what you mean, Noobk. I already lightened up the balcony a wee little bit and definitely will keep in mind to use ligher colors, for I'm not sure if I will keep that ground tile.
This is how it turned out - for now:
Thank you again, here is your e-cookie!
[Lactose free e-Cookie]
@Lestroth , you're doing an amazing work! Really impressive. What color palette do you use, if you allow me to askk?
@Noobk , I really dig the way your tileset, without much texture, convey so much information with so few pixels.
@Sharm, again thank you for your advices and tips. I've started in pixel art a way back, stopped and now I'm returning. I know I have plenty to do, and learn, and it is great to see there's people friendly enough to provide feedback.
Speaking of which, This is the side frames of my base template. I don't know if I should alter the legs 1 pixel up/down to better differentiate the left to the right one, or if only the shading is enough. I already knwo the back (left) hand will have to move a little, the way it is now it is just stuck, as if immobilized (or holding an invisible object). Anyway, any further criticism is welcome. And, at least with the base template done, I can now move to make the tileset proportional to the character, and/or start working on the characters themselves.
Thank you very much! Well, to be honest, I don't use any color palette but rather choose my own colors. When I started doing pixel art I looked up a color palette the SNES supposedly used and tried to stay true to that one. As a starter I had trouble finding several colors. Actually I am still unable to find a light brown color in this very palette - but back then I was convinced that the SNES could display a light brown, so I went ahead and just took the colors from screenshots of a few SNES games. Out of curiosity I tried to look up those colors via backwards search and I couldn't find them neither! On another pixel art forum someone wrote that it's not important to use a pre defined color palette. The result is what matters. Isn't that true?
My approach now is to use a maximum of 5 to 6 shades per color for one tile/element. Meaning that when I use brown for wood I only use up to 5 (or rarely, if ever 6) colors, but if the wood is flanking a grey brick wall another 5 to 6 colors are used for that wooden brick tile. Plus I'm reusing the colors I already used for various other things.
Not sure if this can be called pixel art after all, for you should use as few colors as possible and I'm just doing what works for me.
Do you use a color palette? I feel like I've seen the skin color of your sprite a thousands time while looking for my cursed light brown
@Celianna I agree with callmedan. Personally I prefer the red hairs and one of the brighter eyes (if I could choose ). Aren't red hairs associated with passion and strength? And bright eyes always have this determination in them.
But this is nitpicking. Your art is so lovely! It's really just a question of which colors to use.
@Guiguimu Unfortunately I can't help you with your sprite, but your shield looks like the light source is directly to the left of the character and somewhat in the background. If your lightsource is similar to other RM artwork (coming from above, slightly to the left) then the highlights should be somewhere in the middle of your shield. The edges should both be dark, unlike the left one right now which has the brightest color. The more in the background parts/things are the darker their color should be. Surely you'll find some reference pictures on google
Otherwise I really like the composition of your sprite. You are on the right way, keep it up!
@Bradok I'm not that experienced in sprite art, but the details of the trousers would benefit from a darker grey. I liked the trousers of your previous sprite better, to be honest. Apart from that I really like the base of your sprite
I was making this for someone on the forums as a request, but I'm really starting to not like it . Its the first-ish sprite ive made without a base, and I think ive botched the shading on this first frame. I was wondering if you folks could give me your opinion on it. Am I just being too critical of it? Any and all critique is appreciated, thank you.
@Celianna - I like the second one, the brunette....cuz I'm brunette, and brunettes are smart and competitive >=3 !!!!.... which I am neither, so that's a stereo type...imma stop talking now TwwwT ....good work!
You've overworked it before getting general stuff right that's why the shading bugs you. Try starting with form, no outlines, no shading, just flat colors. When you've got that where you want it then add basic shading in large chunks. Clean it up, but don't detail it. Then, and only then worry about things like eyes, anti-aliasing, hair strands and other such details. Remember that each stage has to look good on it's own. If you can't do that you've relied too much on details to make it work. Most of all be consistent with your light source.