Forum for the creative side of the game development process: art, music, storyline, gameplay, concepts, etc. Any sort of relevant discussion is welcome here.
The forms have been improved upon, but a lot of them could be made more distinct. You should try creating faces as idealically propotioned as posible, then move on to creating your likeness. Once you have an idea of how the face fits together it will be a lot easier to adjust it to match with your features. Here is a basic form study I did quickly;
Notice how crisp all these planes are, they represent different sections of the face, their proportions and the general angle they have. If you follow the planes of the face, you can soften them and adjust them to match with your own face later on.
If you recall I said your previous face had good proportions, that's to say the sizes of all it's features (that where decernable) matched up nicely to those of an actual face. What it didn't have was good definition meaning a lot of it's more subtle features where hard to make out. The new face you have pixeled has better definition but the proportions are off.
I'd say I like the one all the way on the bottom the most.
nice improvement. I've gotta say, however, that the second one looks a little unnatural, as though the dude's expression is strained. IDK how to fix that though.
Quit procrastinating and make something awesome.
Ducky wrote:Give a man some wood, he'll be warm for the night. Put him on fire and he'll be warm for the rest of his life.
There are a few pixel art issues cropping up. First and foremost is a banding problem. If you look in diagram 1. I demonstrate what banding is, as well as the appropriate way to avoid it. You can see the unwanted pattern it produces. (Note: Banding can't always be avoided, however a lot of it can be and should be to get a better quality and cleaner image).
In 2. you can see a similar problem being caused. However it doesn't produce the same pattern that banding typically does. The issue here is that 45 and 90 degree lines are magical in pixel art, they have virtually infinite resolution. Putting a buffer colour alongside one loses that property. Whilst not always 100% wrong to use a buffer colour such as in that example you should avoid it when trying to make a crisp clean line.
This is good stuff for getting your skills up, good work. Also when you get more practice things will take a lot less time.