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Critique my 2D assets


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#1 jamesdalby   Members   -  Reputation: 115

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Posted 21 January 2013 - 04:31 PM

Not sure if this is the right place, but would anyone mind putting a critical eye to some concept 2D art for my game? I'm not here for flattery. Let me know if you spot anything out of place. I'm trying to work out any kinks before I lock in a particular style for the rest of the game.

Attached Thumbnails

  • BlackSmithArtSemiFinalColor.png
  • theInn.png
  • townHall.png
  • vendorl.png


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#2 sunandshadow   Moderators   -  Reputation: 5055

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Posted 21 January 2013 - 05:48 PM

This is a fun style. :)  The only things I would suggest tweaking would be some of the colors are a bit flat (mainly the ones with no gradients), and some of the facial expressions are too subtle to be seen when the characters aren't zoomed-in on.


Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#3 jamesdalby   Members   -  Reputation: 115

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Posted 21 January 2013 - 06:02 PM

When you say tweaking, do you mean more saturation?



#4 Prinz Eugn   Crossbones+   -  Reputation: 3677

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Posted 21 January 2013 - 07:16 PM

Overall, looks pretty good.


The one thing I would work on is that you're kind of abusing gradients for lighting/shading. You should try using more hard shadows, and staying more consistent with your lighting direction (some of your gradients and shadows don't make sense, like the body of the cart being lighter on the bottom).

 

I'll try to include some examples later (I'm at work right now) to show you what I mean.

 

Also, I can't quite tell what's supposed to be interactive- maybe use slightly thicker lines around interactive objects?


-Mark the Artist

Digital Art and Technical Design
Developer Journal


#5 jamesdalby   Members   -  Reputation: 115

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Posted 21 January 2013 - 08:07 PM

These are all set pieces, so no interactivity unless you count talking with the patrons. Good point on the gradients. Hard shadows take longer, but... they look a lot better I guess.



#6 stormwarestudios   Members   -  Reputation: 215

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Posted 21 January 2013 - 08:24 PM

You lack a forge (firepit + bellows) for your smithy. The oven IMO wouldn't cut it. happy.png

 

Consider increasing the size of the building signpost icon (the Inn, for example) and exclude the text. It's hard to read, and the overall style calls for more symbolism in that regard.

 

The cat statue is called "maneki neko", if you want to read up on it.

 

I really like the style. Looking forward to playing the related game!



#7 sunandshadow   Moderators   -  Reputation: 5055

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Posted 21 January 2013 - 09:18 PM

When you say tweaking, do you mean more saturation?

Um, no?  The word tweak means any small change, and flatness of colors generally refers to highlights and shadows, not saturation.  The saturations look fine to me... I guess the white-painted wood could stand to be a bit less grey/beige, but generally I like the color palette.


Edited by sunandshadow, 22 January 2013 - 12:41 AM.

Phone game idea available free to someone who will develop it (Alphadoku game - the only existing phone game of this type is both for windows phone only and awful. PM for details.)


I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.


#8 jamesdalby   Members   -  Reputation: 115

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Posted 21 January 2013 - 09:38 PM

Got it. Thanks sunandshadow.



#9 Ashaman73   Crossbones+   -  Reputation: 7987

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Posted 22 January 2013 - 12:46 AM

Your art is really cool looking, like it smile.png 

 

If you want to improve it further try to play around with the shape of the buildings. Think about putting a heavy weight ontop of the buildings, how would the building expand/bend ? Most likely the walls would bend outward and the roof inward.

 

Then try to mirror the shape in all aspects of building. A good example is the female merchant. The round curves of the character are mirrored in the curves of the wagon. Try to improve it, e.g. making the smoke pipe round (the pipe end is currently a triangle).

 

Try to keep up consistency. E.g. the blacksmith building combines angular and curved shapes. The house is angular, whereas the ofen, wood logs, axe handle are round or curved.



#10 Prinz Eugn   Crossbones+   -  Reputation: 3677

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Posted 22 January 2013 - 02:45 AM

These are all set pieces, so no interactivity unless you count talking with the patrons. Good point on the gradients. Hard shadows take longer, but... they look a lot better I guess.

 

 

I think if you started being more careful with lighting and shading you'll find the end product way more engrossing. I took the liberty of shading your Lady-and-cart, well, the way I would do it. Basically, light from the top right and everything shaded more or less accordingly. I think I also messed with the saturation slightly because the shading took some color out. Took about an hour and a quarter with Photoshop. And you can probably tell I'm way better with objects  than with characters... Anyway, here's my thinking:

 

Lady and Cart.png

 

Original:

vendorl.png

 

Edit: Swapped versions


-Mark the Artist

Digital Art and Technical Design
Developer Journal


#11 jamesdalby   Members   -  Reputation: 115

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Posted 23 January 2013 - 03:02 PM

Thanks Prinz Ashaman73. I like your idea of top heavy building design. I'll give it a shot and repost when I find the time. And yes, the shading looks better, though I've always been partial to top left light sources for some reason.


Edited by jamesdalby, 24 January 2013 - 06:08 PM.


#12 RealityFails   Members   -  Reputation: 155

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Posted 23 January 2013 - 04:18 PM

Has a fresh feel to it, the art is amazing seriously. Are you going for a Harvest Moon approach?



#13 jamesdalby   Members   -  Reputation: 115

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Posted 23 January 2013 - 05:41 PM

I'm not sure what sort of art style I'm going for. It's just sort of my own style, mixed in with a lot of what you see in terms of super illustrative 2D games, like Dofus, Gaia Online (minus the Chibi Super D), anything by Klei, Konjak, Paul Robertson stuff...



#14 Prinz Eugn   Crossbones+   -  Reputation: 3677

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Posted 24 January 2013 - 01:27 PM

Thanks Prinz. I like your idea of top heavy building design. I'll give it a shot and repost when I find the time. And yes, the shading looks better, though I've always been partial to top left light sources for some reason.

 

Sure! Yeah, I don't think the particular light source matters (I just sort of picked one). Ashaman73 was actually the one with the building design suggestion.


-Mark the Artist

Digital Art and Technical Design
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#15 Rits   Members   -  Reputation: 259

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Posted 30 January 2013 - 02:23 PM

i would bring the brighter blue of the sky a bigger proportion, also the stone ground can use a dark gradient. 



#16 jamesdalby   Members   -  Reputation: 115

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Posted 31 January 2013 - 01:12 PM

The sky and ground are temporary placeholders.



#17 riuthamus   Moderators   -  Reputation: 5765

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Posted 01 February 2013 - 07:34 AM

I think the style would be better represented if you removed the gradients all together and went for the cell shaded look. Thats just a personal though though. I like the cartoon style and the unique feel. Great work






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