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Various Pokémon Pixel Art
#1
Made these out of boredom and I guess this is the best place to look for some criticism.

[Image: URPq97F.png] [Image: XjkEl40.png] [Image: UvTq0vn.png]
[Image: lL1hdIw.jpg]
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#2
Very nice, especially the fairies. The Gallade however could use some improvement, I can see you're going for a dynamic pose here which is looking cool so far, but his legs look odd. His pose looks rather unbalanced as if after the attack he's going to fall, and while you made his backleg bend, the one coming forward has no indication of knees whatsoever, so it looks like he's squatting down really low, also it could be interpreted as him having a very big foot as the perspective isn't quite clear. Also I know his blade is going in motion but I think the lineart there could be smoother, looks rugged and jaggy compared to the rest of him. Also perhaps add some more shades for the green/turquoise/red? you have 3 shades for the white, so it kinda makes the rest of him look a bit less detailed. I wouldn't say another shade for all 3 colors are necessary, just something to think about, especially for the green. Other than that looking great, hope to see more.
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#3
Very impressive sprites! They look just like the ones from the official game.

My only suggesting is making the shades have more contrast. Think you can do it?
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
Thanked by: ElectroMan
#4
Clafairy looks neat but the shading lacks contrast indeed, and the mouth looks misplaced a little. i suggest working on it a little

the white little dude has jaggies on the line, you should try neatening them up with anti-aliasing. If you are unsure on how to make it, feel free to ask (i'll try editing it to show it)

the shonen gardevoir looks nice and all but the motion blur on the attacking arm (if that is a motion blur) looks solid, i suggest removing its outline and 'blurring' it more. Legs are weird and not balanced, care to explain what it's trying to do exactly?
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[Image: deT1vCJ.png]
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#5
Thanks so much for the feedback.

Untitled, I based the pose off of a TCG card. Actually, all of them are. Yes, the pose is somewhat awkward, but personally I don't feel like it's that far-fetched. But I can see the issue with the knee. I'll make it so that it is obvious it's a perspective shot.

The color palette is (mostly) lifted directly from the game sprites, but I guess working in a grander scale makes it necessary to include more variety so I shall try out some other shades.

E-man, like I said, the palette is taken from the in-game sprites. I'll have a look at darker colours for the shades.

Gors, I don't think I see how the mouth is misplaced. That is, in fact, Clefable and not Clefairy, and looking at some reference, the mouth isn't that oddly misplaced, I feel.

All of the sprites are anti-aliased. But then again, I think the problem is that I am restricted to use the game palette rather than come up with my own. Perhaps that's where the problem stems from.

Gallade has extendable elbow "swords" (reference), so that is not intended to be a motion blur.
[Image: lL1hdIw.jpg]
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#6
(I assume a double-post under these conditions is allowed, under my impression upon reading the rules.)

I have followed some advice and added an extra shade to multiple colours. I am somewhat on the fence of the high contrast of shades in its right arm, but I couldn't figure out a much better way to shade it properly. Tried to smoothen up the jagged lines on his leg and arm with some anti-alias.

[Image: V2nCraY.png]
[Image: lL1hdIw.jpg]
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#7
I think some of the problems with the lines on its right arm is that it's really rough and jagged in an inconsistent way.

With the contrast in the greens, maybe try making the middle shade a little bit darker, since it's right now really close to the light green but too far from the dark one.

Here's some edits because I don't think I communicated well in the above paragraphs lol:
[Image: Lc2uiid.png]
I mostly just tried to make the right arm less jagged by making the few instances of jaggedness more consistent in slope. Not sure if it actually helped at all.........
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