Small update, Ive added a video to an old Alpha build of my game demonstrating visual assets in use! I've also adding a clearer payment description since the last 6 or so clients and I have had a hard time starting off the business side of things.
You can expect rates to start at: 2$ per 16x32 pixel sprite of high complexity(all flips, rotations by 90* or copy frames are free following their original sprite frame) 1$ per 16x16 tile of high complexity(same as before all flips, rotations by 90* or copy frames are free following their original)
All assets created scale from this base price based on their size and complexity. These prices are fully negotiable.
Ill update the lead post with base prices once Ive found a fair point that works best but for now these will do.
thanks a lot of my tilesets are originally inspired by this I found it some two years ago on here and now I share it with everyone who wants a simple start on learning how to make tilesets by editing this one.
Most pixel artists I know dont do any form of exibition unless its a hardware demo but those are usually intense collaborations. You can check out www.pixeljoint.com where there are tons of artists who make and get paid to make just pixel art without the intent of puting it in a game.
That sounds really interesting! I've also got years of experience, I have even developed a game for the Sega Master system (basically Sega's version of the NES). I'm fully negotiable and fit within any budget!
A more constructive criticism as well as some tips.
You should try to extrude then sculpt the ear from the side of the head rather than rely on a new polygon, it looks awkward like a flesh colored hair accessory.
The "hair" polygon your using is a bit messy, you should start by molding a cube around the characters head then creating more edge loops and adjusting each vertex point until it looks like it covers the head in an appropriate fashion, lastly you should export the UV map and push it into photoshop (or whatever graphic design tool you use) and start with a simple hairstyle but only using 3 colors, a transparent, an outline of the hair and a hair color. From that point you should slowly add detail until it fits what you are aiming for.
Lastly the face which looks pretty good already just has a few issues with the eyes, nose, and chin in my opinion. Try pushing the chin up slightly since it looks like its too long(if that makes sense. For the nose you should try pinching the end of it and dropping the width since youre aiming for a feminine character it doesnt neet to be so broad. lastly her eyes, or I should say her brow. I know more feminine designs have very subtle brows but she seems to have none, its like her face just rolls off to the top of her head. This can be somewhat helped by pushing the bridge of the nose slightly further in.
If youre still looking, i can try my hand at it. You can see some of my current work HERE however its mostly NES style work but id love to shift into the SNES style realm of pixel art and try and up my game.
Recent commission and recent mochup based on this
all commissions are watermarked for the safety of the client as well as the client has given permission to post content they have perchased
Small update, Ive added a video to an old Alpha build of my game demonstrating visual assets in use! I've also adding a clearer payment description since the last 6 or so clients and I have had a hard time starting off the business side of things.
You can expect rates to start at:
2$ per 16x32 pixel sprite of high complexity(all flips, rotations by 90* or copy frames are free following their original sprite frame)
1$ per 16x16 tile of high complexity(same as before all flips, rotations by 90* or copy frames are free following their original)
All assets created scale from this base price based on their size and complexity. These prices are fully negotiable.
Ill update the lead post with base prices once Ive found a fair point that works best but for now these will do.
thanks a lot of my tilesets are originally inspired by this
I found it some two years ago on here and now I share it with everyone who wants a simple start on learning how to make tilesets by editing this one.
https://opengameart.org/content/tileset-1bit-color
More to demo.
Thanks, the forest map really comes to life when you add some of the masking layers like godrays or foliage shaddow mask
Most pixel artists I know dont do any form of exibition unless its a hardware demo but those are usually intense collaborations. You can check out www.pixeljoint.com where there are tons of artists who make and get paid to make just pixel art without the intent of puting it in a game.
That sounds really interesting! I've also got years of experience, I have even developed a game for the Sega Master system (basically Sega's version of the NES). I'm fully negotiable and fit within any budget!
My OGA commissions protfolio:
https://opengameart.org/forumtopic/pixel-artist-available-for-work-negotiable
My Instagram portfolio:
https://instagram.com/illusionofmana
Email:
illusionofmana@gmail.com
Discord:
illusionofmana#0402
THANKS
A more constructive criticism as well as some tips.
I hope this helps.
More examples of what I can do.
If youre still looking, i can try my hand at it. You can see some of my current work HERE however its mostly NES style work but id love to shift into the SNES style realm of pixel art and try and up my game.
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