ID:182689
 
[IMG]http://i204.photobucket.com/albums/bb34/nightzeffer/ boxer2.png[/IMG]

[IMG]http://i204.photobucket.com/albums/bb34/nightzeffer/ boxer1.png[/IMG]

big one to show what i used

little one to see what it looks like small
Honestly speaking? It's not so good.
It's your first attempt, of course, so it's not to be expected that your first pixel art is going to be immaculate.

The problems with it are mainly in issues of perspective, and scale. The art also is very plain, which, while not a bad thing, isn't doing anything to help your art. (Sometimes plain is good, sometimes plain is bad. Any and all expected rules of traditional art apply - it's all a matter how you present it)

Aesthetically speaking, though, it is a mix of various concepts that doesn't form a cohesive whole. For example; the clothing is given a black outline, and shading, but the rest of the body is not. You should pick a style of outlining (either black box, or none, or color shades) and be consistent. (Again, you can also mix and match in some cases; but these are advanced situations that you'll be able to experiment once you get the basics down)

You also have an odd scale - the upper body is large, the legs taper in an odd fashion, and then the feet get narrow and flat. The arms are also somewhat tremendous (and also stick out at a slightly awkward position) - but then the head is tiny in comparison. One of this guy's biceps is about the size of his head - which just looks out of place.

In this case, you didn't really do any shading, but then you've got these sort of hard to pick out orange marks on the arm. In the small view, this is impossible to see (but somewhat visible in the large view), and similar coloring on the face. I can only guess the face part is facial hair. The problem here is choice of colors - the facial hair (or whichever) is too close of a color to the face, and not visible. The same for the orange on the arms - if you're using that as some sort of muscle toning indicator, you're going to have to pick a different color, so you can use it as visible shading. If it's supposed to be some sort of arm marking or arm wear, you should probably either pick a different color, or outline it somehow.

The hair is a bit disheveled, and messy. It sort of sticks up into the air oddly, and unusually. Personally, I hate doing hair, so I won't disagree that it's an annoying thing to do. But it doesn't flow right, and seems sort of 'wacky'.

Again, pixel art is really something that can vary wildly from person to person, instance to instance, so there's very rarely a 'right' way to do something - the opposite, however, is that you can often do things wrong.

In this case, you just need to get some practice more, and work on establishing a bit of consistency. Study up a bit on perspectives and basic structure concepts in art - you should understand the different views, and then basic color concepts (in the sense of opposites, basic shading, etcetera). Once you've got that, you should consider taking a look at a few sprite sheets from various games - preferably each of a different genre, and, at the least, from a number of different companies. As you're doing this, practice each thing you learn with some basic sprite/pixel work, and you'll slowly see progress from this, your first icon ever.
In response to SeijiTataki
first off i want to thank you for giving full opion and and thanks to the advice a telling me the rights and wrongs that is very awsome of you yes tomorrow when i wake up i will study high quality sprites i was jus messin around and found out it is very fun and i have a few questions can you give me some exaples of good hand,and eye techniqs sorry really dont know how to spell it thanks looking forward to talking with you more later dude
In response to Opop1
Your first thing you'll want to do is understand and grasping the basic concept of perspective.

The primary perspectives you'll need to worry about in most games is over head (also known as bird's eye view), and 3/4th perspective. Less commonly, you'll also see people working in an isometric perspective.

Bird's Eye View is fairly self explanatory - everything is drawn as if you were looking straight down at the object.

3/4th Perspective is more common, and the view that the majority of games work with. Many classic console RPGs used this perspective, and a good common example you might be familiar with is Legend of Zelda. Other examples would be Chrono Trigger (in the field view; the world map view reverted to a mixed view).

3/4th Perspective could be considered something like an alteration of the Isometric view. Depending on how old you are, you might be familiar with a game called Q*Bert, which used an isometric perspective. These days, it's very uncommonly used - and generally with Tactical RPGs. (It's a fairly decent way to represent elevation and elevation changes) More information can be found at: http://en.wikipedia.org/wiki/Isometric_projection

Other views you'll want to get used to are head on views (Imagining you're facing something straight ahead), and then the side views (viewing from the side).

Ideally, you'll want to actually start with being able to draw straight ahead and then side views - and then all other styles are effectively some sort of rotation of these perspectives, in the most basic sense.

The easiest way to understand this all is to grab a piece of paper, and then a straight edge.

Begin by drawing a straight line.

--------------------

Next, pick a point above or below this line. (In this case, I'll use above.)

*
--------------------

You've now created a point of perspective - all lines of perspective should flow to this point.

So in this case, we'll draw a building face. (Using the head on perspective)

____
|XXXX|
|XXXX|
|XXXX| *
|XXXX|---------------
|XXXX|

Now, from the right edged of the building, we draw lines toward the point of our perspective.

____
|XXXX|\
|XXXX|\\
|XXXX|- >*
|XXXX|-/-------------
|XXXX|/

Now, unfortunately, since I'm demonstrating this to you in text, it doesn't quite line up - but for your case, you're using a pencil and ruler, so it will work better. Now, decide the side of the building, and then finish the edge.

____
|XXXX|\
|XXXX|X|
|XXXX|X| *
|XXXX|X|-------------
|XXXX|/

And this, you've drawn a building. This is the basic concept of perspective in action.

Now, try drawing the horizon line, the point of perspective, and other objects in different places and sizes, and that's the basics of visualizing perspectives.

Once you've got that down, you'll have a basic understanding of how the various perspective views work, and should be able to use that to help do some drawing.
This post would really be better off over at the Pixel Art guild. We're trying to put in more of a separation between actual code development and the other aspects like art, music, etc.

Also for future reference, the BYOND forums don't support BBcode, only HTML. If you're ever unsure which to use, you can see how your post will look you can click the preview button while writing it.

Lummox JR
Its a start sir! Better than anything I can do but I wouldn't go off trying to sell it for the big bucks :)

<IMG SRC="{Insert Web Addy Here..removing brackets}" />
In response to SeijiTataki
I love it.

SeijiTataki wrote:
Honestly speaking? It's not so good.
In this case, you just need to get some practice more, and work on establishing a bit of consistency. Study up a bit on perspectives and basic structure concepts in art - you should understand the different views, and then basic color concepts (in the sense of opposites, basic shading, etcetera). Once you've got that, you should consider taking a look at a few sprite sheets from various games - preferably each of a different genre, and, at the least, from a number of different companies. As you're doing this, practice each thing you learn with some basic sprite/pixel work, and you'll slowly see progress from this, your first icon ever.


You're just jealous. ;/
In response to SeijiTataki
That was great it looked so much better on paper only thing is I didnt get the mathmatical part I hate math but im glad you showed me this I never kniw it had anything to do with art and now that I think of it angles are everything making blueprints and so and so that was great thanks man ur the best i will post more work up soon and im not sure but they might moe me later dude


here is my second attemp did almost perfect
[IMG]http://i204.photobucket.com/albums/bb34/nightzeffer/ guy1.png[/IMG]
[IMG]http://i204.photobucket.com/albums/bb34/nightzeffer/ guy.png[/IMG]
In response to Opop1
A good step up, and you've started to get the basics of working with pixels. I imagine you've used some sort of base, which is good - if not, then great. You're definitely picking up things, either way.

The next step is figuring out how to draw a base. Now, how you go about it, and how you do actually do the style of the character is entirely dependent on the kind of game you're making. For the sake of this lesson, however, i'll just show you how to create a base that's pretty familiar looking.

First, we start with a 32x32 grid. Onto this, you'll form the basic head - in this case, I start with a square.


Doesn't look much like a head, does it? After all, heads are round, no? Well, in this case, we'll use the basics of 3D modeling in practice, and carve out our shape.


Carving into it with the eraser, and adding some new pixels, we get a more rounded out shape. It's a bit more like a head.

Now we'll give our person a way to hear - at the left and right sides, we have really unnatural looking straight lines. Take the bottom two pixels (or one or more, based on the size of the box you drew) and then 'move' them out one space left/right away from the face, accordingly. Giving us a rough approximation of ears.


Next, we'll give him a chin. Cut away the bottom face, and then at an angular direction (\ and /) bring the face together. In this case, I've 'rounded' the chin slightly by leveling it out into a three pixel straight line. You can make the chin sharper or rounded depending on how you draw these lines.


Great, now we have something that looks more like a face. Now that we have that, we seem to have noticed that the head seems a bit too round. The human head is more oblong than round, we we'll fix that part. Grab from the hairline (about the fourth pixel down, in this case) with your selector tool, and then drag the lower head down one pixel. Fill it in, and we get this:

You could easily have also just made the face longer, at the start - but we're working from basics, so it's best to learn how to accommodate around things.

Next, we'll give our person eyes. This is easy. Two black pixels across, and then one pixel down. (Note: this eye style works for this specific base; but different bases will want/need/warrant different ways of drawing eyes.)


Next, we'll shape the body using basic shapes. We need a torso, a set of legs, and then arms. For all three, we'll use various forms of rectangles.

In this case, I've already smoothed out the shoulders for the arms slightly.
(Note: This base is actually thinner than I usually make sprites. You can make your characters heavier and thinner looking by doing things like adjust width and height of body parts appropriately, and in various proportions, based on the art style that you're working with.)

Now, smooth out the details: cut away the waist line, and then carve out legs, add onto the stubs to form feet.


Next, picking colors: Here, I've got four colors. A light tan for highlighting, a tan for body color, a darker tan for shading, and an even darker tan for detailing.

(This is actually very extraneous, and only visibly when the icons are stretched, due to the working size. In reality, you can actually go with the normal tan, and then the darkest tan. I'll show you that next.)

Now, fill in those dead spaces with the skin tan, and our person has a bit of color (I also used a white space to fill in the rest of the eye. This is optional).


Now, for demonstration purposes, I'll do detailing and shading in one go, using the darkest tan:

I've basically traced the edged of the face, traced an outline of the outside of the chin on the body, shaded the person's left arm (the arm on the right), and then traced the inside of the thighs and feet. I also carved out a chest a bit for muscle tone. (Yes, our person is naked). As you can see, this is sufficient shading, and can easily be left as is.

However, you can also go a bit deeper into shader, and make it seem a bit smoother, by keeping the muscle shading as it is, and then using the light and medium-dark tan colors, as such:

In this case, all the previous shading was replaced by the medium-dark tan, and it blends in cleaner. The muscle tone was also given a tracing with the medium-dark tan. Again, this is only something you'd see in a closer view, and somewhat extraneous.

Even more extraneous is extra detailing work: In the following, I added a nose (a two pixel high, one-pixel wide line, comprised of a light-tan pixel above a darkest-tan pixel), and then added some light highlighting across the character's chest, and then on the upper part of their right arm (The arm on the left).


And here you have the basics of working with/manipulating shapes, working with color concepts, and some basic shading.

An example of a full base in action follows:

This was a base I created for a project I'm currently working on. A different art style was decided on, so this one is now effectively free to grab and play around with, for anyone who wants. It will probably end up open-source in a DMI file at some point, so if you'd rather wait for a full animation (those of you looking), I'll provide that at some point in the future.
Just be sure to credit me, at least, if you use it.


That should cover some of intermediate parts of iconing for you.
In response to SeijiTataki
You Are A Great Teacher You Wont Waste your Time with me Here is what you just did only I gave him more stuff hope you enjoy

since i did that one good can you teach me side base and back plz i hope you like mine I did this by myself

[IMG]http://i204.photobucket.com/albums/bb34/nightzeffer/ guy3.png[/IMG]
In response to Opop1
Before you start working on back and sides, you should start working on understanding the basic concepts of proportions. (Keep in mind, this only applies to standard humans - anime, cartoon, super heroes, and all sorts of other genres use various proportion sizes)

To begin with: Standard human proportions.
http://www.animatedbuzz.com/tutorials/proportion.html

The standard human is usually drawn at about 8 'head' heights - that is, the body, from toe to head, is equal to the size of the head eight times.

Drawn in a more comical style, you have this:
http://img513.imageshack.us/img513/3313/anat1xm3.jpg

From this, you can usually expect that your late-teens to adult characters will be in varying stages of 7, to 8 heights high, with children being approximate 5 high, and anything higher or lower changed appropriate.

That's great in telling us how high that something needs to be, but how exactly do we scale this?

Well, you would think that you get into some sort of issue with genre distances. Before I answer that, we should take a look at the examples:
In the first drawing, we see that bottom of the head to the waist is approximately 2.5 heads high, whereas the legs are 3.5 heads high.

In the second example, we see 2 heads and then 4 heads.

So now take a look at this:


Here we see that 2-4 ratio once again. The fact is that all art, no matter the style, can *generally* trace back to that approximation. You can make adjustments here or there, as needed, but you have to remember to keep a general balance.

This, however, applies mainly to traditional art.

What about iconing?

Well, Iconing is odd, because then you have to start dealing with perspectives, which change the way that objects scale, slightly. You must also take into consideration the art style. If we look at the original Zelda series, for example, Link was a short squat mutant man - but his art was clearly of a thin tall teen. Another 8-bit example is river city ransom.


The River City Ransom Guy. His head height is a bit odd in terms of measuring, since his arms are bunched up, and he's in a bit of a crouch. Depending on how you want to argue it, he's somewhere between 1.5 heads to 2 heads high - approximately 1 head height for torso and legs.

Another example; Chrono Trigger

This is a tall female character (females, traditionally, are drawn with different proportions to body width/height - though in Chrono Trigger, the majority of the *human* NPCs used similar bases.)
Here, we have approximately a .5 head-height body, to a 2.5 leg size - much closer to the proportions that we were working with before, with traditional art.

So here you go. A number of different proportions examples. You should work more on proportions and proportion ratios, and the previous lessons that I've taught you. Following along with the lesson once doesn't teach you the lesson immediately, and I do suggest you play around and do the concepts over and over again till you can do them from the top of your head without having to reference back to anything.
In response to SeijiTataki
SeijiTataki wrote:
An example of a full base in action follows:

This was a base I created for a project I'm currently working on. A different art style was decided on, so this one is now effectively free to grab and play around with, for anyone who wants. It will probably end up open-source in a DMI file at some point, so if you'd rather wait for a full animation (those of you looking), I'll provide that at some point in the future.
Just be sure to credit me, at least, if you use it.


That should cover some of intermediate parts of iconing for you.

You show nice animation skills and judging by the length of your posts and patience with beginners, good mental endurance.
In response to SeijiTataki
ok here it is i might not of gotten the arms right but i know i got this part down pretty good and now i got the fell of it here is a simple family man


[IMG]http://i204.photobucket.com/albums/bb34/nightzeffer/ guy421.png[/IMG]
[IMG]http://i204.photobucket.com/albums/bb34/nightzeffer/ guy42.png[/IMG]
In response to SeijiTataki
here we go!!!!! i love it so much i think youll really love this one wholy crap !!!!

[IMG]http://i204.photobucket.com/albums/bb34/nightzeffer/ best.png[/IMG]
if anyone like this and it interested plz tellme and ill do my best to finish its states