The Resource WIP Thread

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GrandmaDeb

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Good tip on the monitor. Looking at it (not on my laptop) and seeing it in a whole different light. Thanks!
 

Jeneeus Guruman

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It's been a while since I haven't posted for a long time. So I'm making icons for the first time. I'll start by making some archer equipment. The arrow one is just edited from the bow VX/Ace RTP icon.

 

Bonkers

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Following Lunarea's and Scythuz's recommendations, which looks better?  This will be used as the game icon to replace the small red dragon head.  I'm keeping them pure black for now just to see the silhouette design.  

 


Actual Icon Size:  

 
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cabfe

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I prefer the first one, but how is it when reduced to icon size? The spokes might not look good.

Edit: Even in icon size, I still prefer the first one. The second icon loses the "wheel" meaning by only showing a circle.
 
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Kes

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I agree with cabfe, the first is better by a mile.  The circle without the spokes could be anything, and in fact looks a bit like the road sign in the UK (and perhaps elsewhere) of a circle with a diagonal bar, meaning 'No Entry'.
 

Kes

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I am editing the XP sofa so that it is depixellated (if there is such a word) and recoloured.  I have hit a problem, however.  As you can see from the small screen shot, when it is set against an Ace background, the top edge looks very jagged and so far I'm not really succeeding in smoothing it out.  I assume one didn't notice this in XP because of the less saturated floor tiles.  

I have given 2 colours and 2 floor tiles so that you can see the issue.

Can anyone explain to me, in idiot-proof language as I'm not an artist, the best method of smoothing that edge.



Thanks.
 

Sharm

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Copy the object, blur the copy until it has the edge you want, put the blurry layer under the other, merge together. If you want the space of fuzzing to be less distant between solid and clear copy the fuzzy layer again before merging. Not a great way but easy and will get you an edge where the pixels aren't quite as hard.


The the hard pixel edges were less obvious in XP because everything in XP was pixel art. When you put pixel art with AA'd stuff it becomes much more obvious.
 

Kes

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Yes, but i think it will be the side view which will need to be clearly different from a horse - the shape of the head, the set of the ears and the white muzzle all need to be subtly different.
 

slimmmeiske2

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Well, there will only be this front view as it's for a statue ^^; (Should have mentioned that before)
 

hiddenone

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The only thing that looks a bit off to me is its nose.  Donkey's have two nostrils, not a button nose like dogs or cats.  Here's a quick edit to show you what I mean.

 

GrandmaDeb

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Does this look like a donkey to you?
No, sorry.


It's the puffed cheeks.


I know it is a style, but it looks too much like a rabbit or kitten.


how about a little less (just a smidge) in the cheeks - or adding a bit more shadow to show the hollow-ness under the prominebt cheekbones you'd see on a horse or donkey's head?


(HiddenOne's idea about nostrils helps also)
 
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cabfe

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Could you try to put the eyes higher?

Donkeys' eyes are rather high IRL, closer to the ears than to the nose.

That would make the face look more vertically long, like a donkey. Low eyes make it look rounder than it is.
 

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I've got two pieces here and a headache to go with them:





The environment I'm pretty proud of. It's not perfect but I think it's a start. Now I'm moving onto characters and I find I just can't pixel something to my liking. He doesn't fit with those standing stones, but why not? Is he not dark enough? Not high enough pixel count? I tend to like lower anyway, like this guy:

<--- Not Mine.

I did come to one conclusion of course...neither my art nor the art I fancy is isometric or even top down and that'd be why it doesn't look quite right. Though how to achieve this with so few pixels, I'm not sure. 

What should I do differently?

Here's this too:

 
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Mimironi

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Question:

Which of these look like they're 'facing backwards' the most?







Also... is there anything I need to fix about the sprite in general?
 

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@juggernaut: The main problem is the perspective, it's increadibly hard to get right with sprites. Show more of the top of the head, the thickness of the body, the tops of the feet. It should help at least a little. The sprite is also much brighter than the background, but that isn't necessarily a bad thing. Sprites should pop out from the rest of the art work, at least a little. It makes it easier for the player. I don't know that he doesn't fit, I'd save that judgement for later, after you have more environment art to compare it to.


@Mirpono: Sprite #2, but I don't think you need to worry about it too much. With a simple base it doesn't really matter, most of what makes it look front or back view will be put in when the sprite is done, things like hair and clothes. No need to worry so much about the nude base, since it'll be so covered up.
 

Hollow

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Started working on a sprite base today, and I'd definitely like some feedback. Mostly on the side view, since it was giving me a lot of trouble.  :(


Also, do you guys think the shadow at the sprite's feet looks out of place? Should I take it out/tweak it?
 
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