tokumaru wrote:
The shading on the skin looks fairly pointless though... it's too subtle to make any real difference, so it's basically wasting a sprite color.
True. I revised the colors a bit and came up with this.
zob64 wrote:
Are you sharing your work, asking for critique, or searching for commiseration?
Kind of all of it?
Mostly I wanted to talk about the challenge of making pixel art within such tight restrictions.
I'll admit, I probably shouldn't have been posting this late at night. I tend make poor decisions when I'm tired.
zob64 wrote:
This image doesn't appear to observe the NES pallet or limitations.
True, it isn't the correct NES palette. And I was trying to go for six colors, which of course you can do on the NES, it's just wasteful.
I'm trying to break beyond the NES limits a little bit to see what I can do. The last time I was trying to make NES character art, bumping up to two palettes helped me figure out better what I was trying to do before condensing it down to one.
I also might change gears to a GBC game. Still undecided on doing that, but right now I'm experimenting.
zob64 wrote:
I find it very usefully to sketch out ideas in full screen mock-ups so you can see how all the different elements relate to each other.
Good call.
FrankenGraphics wrote:
Like any craft, it takes years of practice getting good at drawing; pixels or not. Best tip i've got is to roll back to assuming no prior knowledge, go to an arts & crafts store, buy a good looking text book on how to draw, and practice through all the examples, whether they seem interesting/fun/relevant or not.
In my experience, I've found that's not quite true. Drawing on paper and drawing in pixels are different talents. There's some carryover, but really only to beginners.
One thing I believe is that there is really only one skill in making art, and that is being able to properly visualize what you are trying to create. And a possible secondary skill (depending on how you phrase it) is being able to identify how your work is failing to meet that intended goal. Every other skill is only a matter of being able to produce your work faster and/or in fewer iterations.
Now practicing drawing (like on paper) can help you tap into that base skill of understanding what you are trying to make, and certainly it would be important for a beginner. But it only can get a person so far. It can help you understand what you are trying to draw; help you understand what kind of style you prefer. But once you've reach that point, there is nothing else that traditional drawing is going to help you with in creating pixel art. The art of conveying the small details is completely and utterly different between the two. You have to approach how you are thinking about your art from a completely different angle; you need to understand
pixels, not drawing. Effectively, drawing helps you understand yourself, but beyond that, it becomes a skill of understanding how the pixel art works with itself. The art you are visualizing as a drawing is different from the art you are visualizing as a sprite.
Espozo wrote:
It's a shit ton harder when you have to start dealing with 48x96 and whatnot spaces...
I completely disagree with that. With more space you have more ability to express yourself. With larger canvases, the argument I made above becomes less true because the medium begins to get closer to a traditional medium. In fact, all sorts of different mediums have their skills more pertinent as you have larger canvases. (Some games made their sprites from clay models or miniatures.) You can explore more styles and more techniques, and small errors can become more concealed and swallowed up in the rest of the work.
But under these tighter restrictions, getting something that looks good and skillful is much harder; there is FAR less room for errors.