- Jan 11, 2024
- 4
- 1
I'm not an expert in pixel art at all, but I think there's a slight inconsistency between your two animation. The picture on the top looks looks rigid while the limbs on the bottom one looks like tentacles (like the robot's arm in your reference). I think aiming for either rigid or flailing style is cool, but being consistent is whole different topic. I'm also a beginner, but I think learning anatomy will give you rough idea about which part of the body should be rigid, and which joint shold be more fluid.Hey dude thanks for the interest! I've stopped with the leaves for now cause I find them rather boring, good practice though. I have been doing other stuff in the meantime, here's an idle animation I worked on recently
View attachment 3172137
And here's a WIP walk animation too.
View attachment 3172155
Let me know what you think
I've also been doing some portraits, so you here are a couple of those as well.
View attachment 3172180 View attachment 3172181
Annette from Fire Emblem: Three Houses (my first ever portrait) and Hanna from Fuga: Melodies of Steel (my second) respectively. Sorry for the dump of my work.
Hmm, I understand where you're coming from. I'm pretty new to animation so I have a look to learn, I'll look into anatomy and shaping, thank you for the tip.I'm not an expert in pixel art at all, but I think there's a slight inconsistency between your two animation. The picture on the top looks looks rigid while the limbs on the bottom one looks like tentacles (like the robot's arm in your reference). I think aiming for either rigid or flailing style is cool, but being consistent is whole different topic. I'm also a beginner, but I think learning anatomy will give you rough idea about which part of the body should be rigid, and which joint shold be more fluid.
Oh, and about the coloring, a little bit more contrast between shade and highlight will make the shape looks more defined.
Thank you for the input! I usually randomly switch out my background colours to test how my sprites look with different backgrounds but yea, Its definitely something I have in my mind when I start seriously making games. As for the animation, honestly I don't really like either of the arms looking back on it but hey, it was my second ever walk/run animation so I can't be too hard on it and the improvement to the first walk animation I ever made is pretty huge.I like the style, not too many pixels nor too few. The colors look pretty good, although it is always better to see them together with the background, after all the general and environmental color palette that the game will have will influence how the characters look too.
The animations look pretty good.
Although I find the arm in the background in the walking animation a bit strange.
Keep it up, I'll wait to see the combat animations
I also recently started learning pixel art, so we're in the same situationThank you for the input! I usually randomly switch out my background colours to test how my sprites look with different backgrounds but yea, Its definitely something I have in my mind when I start seriously making games. As for the animation, honestly I don't really like either of the arms looking back on it but hey, it was my second ever walk/run animation so I can't be too hard on it and the improvement to the first walk animation I ever made is pretty huge.
It's great, I can see the improvement, and I'm glad to know that you're still practicing.Hey, don't know if anyone is keeping an eye on this thread of mine but I've still been keeping up with the pixel artwork so here's a look at my most recent NSFW piece. Feel free to give any critique.
View attachment 3767934
Tsukino from Monster Hunter
I'll try messing around again with the particles, it's my first time messing using particles, don't think I did too poorly considering that.It's great, I can see the improvement, and I'm glad to know that you're still practicing.
I would recommend that you watch a tutorial about effects and particles, because I feel that they disappear very roughly and move a little strangely compared to the movement of the character and so on. Maybe make them disappear by lowering the opacity as they move away? something like that.
And the barrel, I would say that you try to apply some sub-pixel animation or something like that, because those 2 frames of animation like that alone do not achieve a pleasant effect.
keep it up you do a great job
it looks better. Don't worry about that. you don't necessarily have to stay on the same thing and constantly polish it. There are always things to learn so just keep doing new things that interest you and little by little you implement what you learn. If I advise something it is simply so that you take it into account and not to tell you to fix what you have already done hahahahaI quickly tried to implement your recommendations.
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The particle effects look better. I added subpixeling and an additional frame for the barrel, but I still think it looks a bit odd, I think I could've done a lot better if I planned ahead better and I don't wanna spend too much time fixing it now.
Looks hot. Don't worry about quality, just do what you like and learn new things. Over time, the skill will become better, just like in RPG games.I quickly tried to implement your recommendations.
View attachment 3770995
The particle effects look better. I added subpixeling and an additional frame for the barrel, but I still think it looks a bit odd, I think I could've done a lot better if I planned ahead better and I don't wanna spend too much time fixing it now.