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Could i get some opinion/feedback please?

1605499541
DM.J
Marketplace Creator
Hello guys, this is one of my first posts here, so , nice to meet you! &nbsp;I have a roll20 account since 2013 i think, and currently thinking about going fulltime to making tokens and general art for rpg art packs. I'm already a creator, and i've made a few packs for personal use that can be found in the marketplace. Normally i would only draw in my free time for my own use, but now i'm considering putting up a patreon page and putting 20 hrs a week on crafting tokens and map assets. But, i was wondering if i could get some feedback here about what i've already made in my free time, regarding quality, quantity, and general opinions of my craft. I used to draw and paint way better, but obligations made me focus on other things and now i'm thinking about going back to drawing and painting. i will leave some links to my packs here, and if possible, please leave your feedback. I'm building up a patreon page for tokens, maps, assets, making both traditional and animated ones. I'm not yet done making the art and putting up everything, but i think it may be a cool way to get more time to work on what i love. Thank you beforehand for the time spent look these up, and any feedback would be greatly appreciated. PS: english isn't my first language, and mine is quite rusty, so, sry for any typos! Here is some of the work i've liked the most to do: <a href="https://marketplace.roll20.net/browse/set/7831/animated-tokens-number-2" rel="nofollow">https://marketplace.roll20.net/browse/set/7831/animated-tokens-number-2</a> <a href="https://marketplace.roll20.net/browse/set/5733/buggin-bugbears" rel="nofollow">https://marketplace.roll20.net/browse/set/5733/buggin-bugbears</a> <a href="https://marketplace.roll20.net/browse/set/5791/troll-trouble" rel="nofollow">https://marketplace.roll20.net/browse/set/5791/troll-trouble</a> <a href="https://marketplace.roll20.net/browse/set/4452/aquatic-menace-2" rel="nofollow">https://marketplace.roll20.net/browse/set/4452/aquatic-menace-2</a> <a href="https://marketplace.roll20.net/browse/set/4262/here-be-kobolds-again" rel="nofollow">https://marketplace.roll20.net/browse/set/4262/here-be-kobolds-again</a> <a href="https://marketplace.roll20.net/browse/set/2781/silly-goblins-2" rel="nofollow">https://marketplace.roll20.net/browse/set/2781/silly-goblins-2</a> and here is some of the packs i personaly didn't liked the results or was still learning something while making: <a href="https://marketplace.roll20.net/browse/set/2917/gnome-invasion" rel="nofollow">https://marketplace.roll20.net/browse/set/2917/gnome-invasion</a> <a href="https://marketplace.roll20.net/browse/set/4468/aquatic-menace-4" rel="nofollow">https://marketplace.roll20.net/browse/set/4468/aquatic-menace-4</a> <a href="https://marketplace.roll20.net/browse/set/3559/aroundelves-dot-dot-dot" rel="nofollow">https://marketplace.roll20.net/browse/set/3559/aroundelves-dot-dot-dot</a>
1605508246
Gold
Forum Champion
These are excellent. No complaints at all, from me. I'll plan to use more of these, now that you're on my radar as a digital artist in the Roll20 Marketplace. These are Top-Down tokens , the perspective is compatible with Devin Knight (one of the biggest token sellers). Thanks for your contributions! Keep up the good work, DM-J. GOLD
1605508920
DM.J
Marketplace Creator
Thank you!! I'm really trying to improve my craft, if you find any errors, PLEASE, tell me, i've found some myself, and i'm now focusing on correcting them, and making repacks for the people that already bought them. I hope to make some better work with them, but still, Thanks a lot!! =D
1605562194
Gold
Forum Champion
I'm going to double-check some of them in a game tabletop. I'm a big user of the "Shift-Z" technique, this shows the token graphic in full size with a "lightboxed" background for clarity and emphasis. GM gives the players a close-up look at the token, not just the 1 square it occupies on map at 100% or even 250% zoom. What's your full-size resolution of these tokens? (Could be expressed in pixels or DPI, I prefer pixels x pixels). When you have good art quality, I'm a GM who wants high-res tokens that blow up to full screen on Z (zoom button). I'm not sure what size Roll20 recommends for tokens, but among the Marketplace there are those who have High Res (near full screen height (500x500+), and there are those whose tokens are only double-the-size of a square or so (70x70, or 140x140, or 280x280). With your token art quality I would recomend/request the higher end. Art Quality + Generous Resolution is something that WILL stand out if/when I try the first token on my tabletop from your packs.
1605572587
DM.J
Marketplace Creator
In the first packs i've made i used the recommended, that was 280x280 for tokens, and 140x140 for tiles. The later ones are on 560X560, some higher than that, some a bit less, depends on the token.
1605573210
DM.J
Marketplace Creator
there is a dilemma in this topic =/, i've tested some of the tokens that are above 560X560, they look way better, the size allows for more textures and effects, but they tend to take longer to load, and depending on the scenne/encounter, roll20 gets a bit laggy for some players. My current internet connecction allows me to usem them fine, but some of my players complain a bit, so i tend to do them at 560x560 max. I still need to improve on the optimiziation part i guess.
1605586203
Gold
Forum Champion
I will be happy to test &amp; comment on that aspect. 560x560 sounds very good, but I would like to take a look and compare to see if any larger res would be worth the extra weight in kilobytes / loading time. Roll20's recommended 280x280 is not bad, and is thoughtful towards zoom beyond 100%, but in my opinion still not enough to really show the digital art for those who like to look at the monster and the art. Well, good talk, I salute you for using 560x560.
The pack I looked at were all looking straight up. Are they checking the ceiling? Also cartoonish, free of dramatic appeal. I would give them a pass.
1605599416
DM.J
Marketplace Creator
al e. said: The pack I looked at were all looking straight up. Are they checking the ceiling? Also cartoonish, free of dramatic appeal. I would give them a pass. About the ceiling ,Its almost that, there were packs that I was asked to make for a friend's tactical rpg, he wanted more cartooniish/childish tokens. The elves,dwarves,goblins,gnomes, orcs, and some others are like this. I don't have a defined style for tokens yet, as I do this mostly for friends or myself, i just try to make them as readable as possible and within what was asked, and considering what I'm able to do, of course, but these were to be used in as of they were looking at 75° angle and I struggled a bit with them as they were not to be made fully top down and I was still learning many things. Normally with any token I try to show a bit of the face , but depending on the size,pose, etc it is possible, sometimes it isn't. Still got a lot to improve.&nbsp; Thanks for the feedback!!! :D
1605654576

Edited 1605655237
Gold
Forum Champion
FYI i based my comments mainly on Aquatic Menace collection, with just a glance at some others on the preview links. Sure, they are looking upward (ceiling), a fairly common technique on Top-Down style tokens, doesn't bother me at all on this set. Looks right to me. Art-style, I love them, and they are not highly cartoony (even though I have a broad taste in digital art and ALSO love cartoony ones). I mean they are very un-Chibi, and not like Stickers, not like Happy Idiots, not like Dungeon Buddies, not BESM. Yes they are bright, colorful, bold, lightly shaded, and stylized. And yes they are not ultra-realist or gory or simulationist. They don't look 3D rendered. They do appear drawn by hand and painted in digital color.&nbsp; Manta-Ray and Scorpion and Squid are prime examples of Tokens that need (can benefit) from resolution 560x560 or, if possible, much higher. Do you know how BIG a "Cloud Ray", Giant Scorpion, or Kraken Squid can be in RPG's? Large... Huge... Gargantuan... LOTS of squares on map at 100% view. Not at all limited to the sizes of a normal manta ray or even a normal monster scorp "size 7 feet". Sometimes Conan encounters a 30-foot flying ray, 45-foot scorp. 200-foot squid. I tested Manta Ray, and frankly it expands nicely to make a humongous ray. The 560pixels is generous enough to work, with this level of detail and coloration, but I wouldn't say no to 720x720 or more myself. Not arguing with al e., who designs phenomenal VTT gameplay settings on tabletop with digital assets. Just taking an opposing art review as-to Aquatic Menace set by DJ J, in particular.&nbsp; Yes I can see some of the earlier sets were more cartoon oriented (silly goblins LOL).
1605659652
DM.J
Marketplace Creator
Those were some of the earlier packs I've done, I was still learning a lot. If I recall correctly, I had another pack with a bigger manta, but I couldn't finish it, I was making them one at a time while studying on how to make them, and had a lot of trouble with textures,&nbsp; like, shark/manta skin, some shellfish's carapace texture and the like. It was more like a learning process with the earlier packs, got a bit demotivated at the time, because the big manta was supposed to be a token/map asset for a friend's one shot adventure, with ruins attached to the manta's skin&nbsp; and a little hut for a druid, so I drew a bigger manta, that was at the limit size allowed in the marketplace for tokens, and could expand to a 15x15 cell without losing much quality. I took a long time to put it all together , had a accident with my pc, and lost my hard drive with he files. Got pretty upset with that, and postponed the idea.&nbsp; &nbsp;I love the idea of gigantic animals , but at the same time i have some problems regarding file size allowed in the marketplace upload. It is as I said before, this is just something I did at my free time, and now I may focus on it, maybe I can work with tokens and maps if I learn more. :D The goblins and some other packs were for this game my friend made, he wanted to teach his daughters how to play RPGs, because they watched him playing on the weekends and had troubles with learning at school. So he made friendly rpg system for them (I guess they were like, 5 and 6 at the time), he streamed roll20 on his TV and use the tokens with brighter color to catch their attention and teach them things like basic math. He is a cool guy. I stopped drawing for some time, and now I'm getting back at it. So there is much to be done and redone. The orc pack I made a test with 840x840 for some tokens and they worked fine, I'm planing to do some very high resolution ones for the patron project I'm making, and export them for use with multiple sizes. In the end, with each pack I've learned something and now I'm trying to glue it all into a single project. I hope I can do it right.
1606423246
Xenobunny
Marketplace Creator
The Troll Collection has some interesting points to go off. I don't know about the animated collection you have at the moment, I think that if you are going to provide an animated token you should make an idle pose (see animated undead by Devin Night). Attack animations don't really fly if it is on a loop. Your troll pack could be easily sliced up and animated into idle loops. Sliced up meaning that you slice the limbs and torso and head and animate the parts off bones in unity or spine2d. The line work is crisp, and the colors are clear. Not a lot of animated sets ATM but you have the top down perspective in line with another successful artist, you might be able to catch that market. It will be a bit of work tho. Animating is adding another step.
1606429029

Edited 1606429973
DM.J
Marketplace Creator
The troll tokens are already sliced, I was a animator, so I used the basic knowledge to make the trolls for that purpose, did some tests with bones using blender but the results while fluid, were not what I wanted. The problem was that that kind of animation was boring to do, the results took a long time to show up and there are always some minor troubles. the animated packs I did were a test of how fast I could animate using tradigital methods in comparison to piecemeal animation. I actually made attack animation because they are easier to analyse then calculating time spent, and easier to read then you have 15+ tokens at the same time, plus that for the kobold pack I had a friend rig up a software add-on that made you able to switch tokens while controlling a character, so you had shortcuts to use different animations. We tested that and it was cool, but the results were too costly to be worth. ...Devin night's packs were not piecemeal(at least they don't seem to be), or sliced, they seem to be a skeleton rigged on the on files, you can se some distortion on his already made animated tokens, which indicates the use of a small number of bones and some minor effects applied to the images so that they mask said distortion, but that kind of work isn't something that I find joy in doing, tried to do, found it demotivating, takes a long time to do alone, and most VTT can't really use it right. Right now I'm looking for something that I like to do, and that can be made into a full time job, but piecemeal animation ain't that...at least not with bones... Makes things too inflexible. ...I'm planning a Patreon Tier to do some animation, but it will be mostly simple cartoonish map assets and minor animation for map making, i'm not a fan of full 3D maps and 100% Simulated animation for VTT, the realistic art doesnt fit well for me, and most tokens aren't realistic 3d so there is some disparity between art styles. I'm currently rediscovering myself regard styles, so i don't really know what path i will take...