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Jewel posted:Just saw this on twitter. Not too sure about it because making stuff by hand is always better, plus it doesn't seem to be revolutionary tech (just a normal mapping algorithm in low-res), but the shadows are surprisingly nice on some of the examples. Wow, this is fantastically nice. Its just a tool for creating the maps though, not really a library or engine for using them, and its going to require you to buy it. But I can't believe that poo poo is 2D Making me want to dig deeper into 2D lighting, I didn't realize you could make it look that convincing.
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# ? Nov 4, 2013 17:07 |
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# ? May 10, 2024 01:12 |
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It's very cool, but nothing new. There's a few games already using similar techniques. Legend of Dungeon is one of them, and Confederate Express is another. Also what appears to be an RPG based on XNA. Kernel Monsoon fucked around with this message at 17:33 on Nov 4, 2013 |
# ? Nov 4, 2013 17:30 |
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Supernorn posted:Giving some existing assets a few tweaks, and recoloured them using the new palette. New vs Old: Mind sharing the final palette that you used?
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# ? Nov 4, 2013 17:53 |
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Jewel posted:Just saw this on twitter. Not too sure about it because making stuff by hand is always better, plus it doesn't seem to be revolutionary tech (just a normal mapping algorithm in low-res), but the shadows are surprisingly nice on some of the examples. Yo this is rad as gently caress. e: Spine Boy
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# ? Nov 4, 2013 18:06 |
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HiriseSoftware posted:Mind sharing the final palette that you used? I reworked a lot of the ramps after all the feedback, hopefully it's not terrible:
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# ? Nov 4, 2013 18:38 |
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Trying to explain a beam concept to a guy I'm working with.
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# ? Nov 6, 2013 22:15 |
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Yodzilla posted:Yo this is rad as gently caress. That seriously looks like claymation. Like you could fit that right into The Neverhood and I wouldn't notice. Really nice! Supernorn posted:It's very cool, but nothing new. There's a few games already using similar techniques. Man that stuff looks great! At this point its kinda becoming a 2.5D game, but... that's fine! Probably way better, gets you all of the advantages of 3D real-time lighting, with the art style of 2D sprite work. I'm going to have to try to work this into the 2D engine I've been toying with, and I'm gonna make my artist sit down and really play with this tool. The results are just fantastic. Zaphod42 fucked around with this message at 22:46 on Nov 6, 2013 |
# ? Nov 6, 2013 22:43 |
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Zaphod42 posted:That seriously looks like claymation. Like you could fit that right into The Neverhood and I wouldn't notice. I have something similar in a game (engine, really, at this point) I'm mucking about with: huge gif (not using whatever tool that is though, painstakingly drawing terrible normal maps by hand)
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# ? Nov 6, 2013 23:26 |
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Seiken that's really cool. Do you mean that your method is very painstaking or that yours is easier than the systems posted above?
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# ? Nov 7, 2013 06:02 |
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Thanks! But no I mean I have normal maps like this that I manually drew
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# ? Nov 7, 2013 12:31 |
I'm not entirely sure if this is the right place to ask but I tend to trust goons more than most of the rest of the internet. I and my friend are working on a video game project. It's an RPG with some fairly unusual mechanics and is heavily indebted to Earthbound in terms of its writing style. I'm working on music and writing a proper script; he's doing programming. I have some mediocre concept art and am going to try to pass that responsibility off to one of my friends who can actually draw, but we know nobody who's any good at pixel art. If anyone's interested in working on this I'm interested in talking about it and working out the details privately.
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# ? Nov 7, 2013 23:32 |
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You seem not to have PM's activated so I'll just post my blog here and if you like my work maybe we can hash something out. http://scutanddestroy.wordpress.com/
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# ? Nov 8, 2013 03:50 |
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Ghostpilot posted:I happened across this and thought it might of interest to a few folks around here. Anyone have more examples of pixel art that has the same "feel" to it as this? I'm not an artistic person at all and have no idea how one would describe this style. Any suggestions on what to search for?
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# ? Nov 12, 2013 07:02 |
hayden. posted:Anyone have more examples of pixel art that has the same "feel" to it as this? I'm not an artistic person at all and have no idea how one would describe this style. Any suggestions on what to search for? It's very clean. Looks kind of Japanese, or in an animesque style - bright colours, limited cel-shading. Check out Syosa if you hadn't already.
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# ? Nov 12, 2013 07:40 |
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That's the work of Pixosprout! They do a lot of little isometric scenes like that, and they're all some of my favorite pixel art, period.
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# ? Nov 12, 2013 08:10 |
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I made an entry for Compixellated's Weekly Challenge #9. http://compixellated.tumblr.com/post/66614345910/weekly-challenge-9-november-10-2013 It's done in conjunction with a really sweet little sprite/inkblot generator that I'm totally going to work with in the future. http://img.uninhabitant.com/spritegen.html Thanks go out to Havegum! Scut fucked around with this message at 20:02 on Nov 12, 2013 |
# ? Nov 12, 2013 19:44 |
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Bottom one looks like Alf, except in my nightmares.
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# ? Nov 12, 2013 20:18 |
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Heavy Lobster posted:That's the work of Pixosprout! They do a lot of little isometric scenes like that, and they're all some of my favorite pixel art, period. There's unfortunately only like two things on this three page blog that look at all like this.
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# ? Nov 13, 2013 03:31 |
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Heavy Lobster posted:That's the work of Pixosprout! They do a lot of little isometric scenes like that, and they're all some of my favorite pixel art, period. That kind of isometric art always reminds me of the super cool games at http://www.eyezmaze.com. Also for those of you following Sprite Lamp they just went up on kickstarter, I'm waffling between pro and hobbyist levels.
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# ? Nov 13, 2013 03:35 |
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hayden. posted:There's unfortunately only like two things on this three page blog that look at all like this. Oh, so there is. I followed them recently without really going through the backlog to check, sorry about that. Their Pixeljoint appears a little more populated.
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# ? Nov 13, 2013 03:35 |
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Scut posted:
Oh I almost forgot about posting this here! My take on some of the scribbles generated: As well as something with a bit more mood maybe?
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# ? Nov 13, 2013 12:55 |
http://puu.sh/5jIMt.png coudlnt get push to do the area capture but heres something. Anything I can do to make it look cool/fancier without overdoing it?
Stuff3 fucked around with this message at 07:14 on Nov 16, 2013 |
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# ? Nov 16, 2013 06:33 |
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To start you can ease up on the colour saturation, read a beginner's tutorial on pixel art, and fix your image tags.
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# ? Nov 16, 2013 06:54 |
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Stuff3 posted:http://puu.sh/5jIMt.png coudlnt get push to do the area capture but heres something. Anything I can do to make it look cool/fancier without overdoing it? Those outlines look like big blocky pixels while the inside shading looks like smaller pixels, which tends to look like mixed resolutions. Run through the tutorial like Scut said, seems to be the best option for where you're at And since I haven't posted in here in a while, here's what I've been working on lately:
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# ? Nov 16, 2013 10:49 |
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I miss Megaman Battle Network games
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# ? Nov 17, 2013 18:23 |
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Interstellaria popped up on Rock Paper Shotgun. So cool to see goon pixels getting recognition lately!
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# ? Nov 20, 2013 02:00 |
So do you guys start at the pixel level? Im still playing around with the all around process and Ive been starting with a regular outline and shading and then scaling it down from there. Would just like to build some good habits now before later.
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# ? Nov 20, 2013 09:34 |
Stuff3 posted:So do you guys start at the pixel level? Im still playing around with the all around process and Ive been starting with a regular outline and shading and then scaling it down from there. Would just like to build some good habits now before later. I tend to block out forms and then refine down to the pixel-detail level. For sprites I try block out a silhouette from surt's generator
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# ? Nov 20, 2013 10:50 |
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Just checkin' in to say that I still love those pixels.Exclamation Marx posted:I tend to block out forms and then refine down to the pixel-detail level. For sprites I try block out a silhouette I really like all the detail in these. Maybe I should start doing higher res stuff?
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# ? Nov 20, 2013 17:51 |
Thought I would start with a simple character to get the idea down. How did I do?
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# ? Nov 23, 2013 05:30 |
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Not bad at all! The 1px highlights/shadows on either side make it look embossed and flat. Don't be afraid to use larger chunks of lighter/darker colors inside more. Try and separate the the character into 3D shapes in your mind, and shade it accordingly. Easier said than done, but that's the best advice I can give right now as an incredibly tired person. the chaos engine posted:Those outlines look like big blocky pixels while the inside shading looks like smaller pixels, which tends to look like mixed resolutions. Run through the tutorial like Scut said, seems to be the best option for where you're at Ungh, I love your palette. Nice job! VVV Thanks. Gaspy Conana fucked around with this message at 15:21 on Nov 23, 2013 |
# ? Nov 23, 2013 06:39 |
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I pixel vengeance Edit: well done Gaspy, BTW!
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# ? Nov 23, 2013 15:16 |
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Some doodles
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# ? Nov 23, 2013 22:09 |
^^ Stuff like this is really opening my eyes to what you can do with this stuff. Totally awesome. Tried to get more aggressive with the shading but I think I'm not going deep enough with the shades themselves. The original art work has pretty thick black outlines all around Makar. I know you aren't supposed to have 2px width black outlines but what other ways are there to convey a slightly thicker line? On top of all this I'd like to try coloring the outlines like I did with the Prince sprite but avoid making it look weird and unnatural. Any tips on this?
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# ? Nov 24, 2013 11:04 |
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That looks like some real improvement! Please fill your background with some sort of neutral tone (even white will do) instead of the default alpha channel checkerboard. It makes your art much more difficult to read. For your outlines a simple trick is to pick a very dark shade of the colour the outline borders instead of black. To give more depth in the image, try making the objects in the background of lower contrast than the objects in the foreground. The human eye gets drawn to contrast and it's a good way to establish a hierarchy in a canvas. Havegum posted:Some doodles This feels very 1980's era Wasteland to me
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# ? Nov 24, 2013 17:17 |
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I'm noticing some pixels are "banded" together some places to form sort of staircases of pixels together. Generally that's a thing one should try to avoid - I'm told this is because it draws attention to the pixel grid, and creates a gradient-looking effect in places you don't want it. I don't have any better insight into this but maybe someone else here does? I think it would also be a good idea to make the different colour ramps consistent with eachother in terms of contrast. Right now I notice the reds have a low contrast while the blues and greens has more. I also think it's cool to experiment with hue shifting so I'll just recommend that! Also, thanks for the kind words!
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# ? Nov 24, 2013 18:15 |
Stuff3 posted:^^ Stuff like this is really opening my eyes to what you can do with this stuff. Totally awesome. Not supposed to do 2px width black lines? I think black lines are best when they're thick. I would also do darker darks, lighter lights, and less middles. The blue cello looking thing has a totally unnoticeable highlight on its right side - stuff like that you either want to really make pop or get rid of. The multiple colors in the shading also make things look really round, and I'm not sure if you want stuff to pop or not. You ever work with color ramps? Eyedrop out the shades of each color and make a grid of what goes next to what. Sometimes you even want to color ramp to the side (towards colors other than black or white) to fux with the atmosphere. Otherwise this is good work. I like how creative it is while still being totally recognizable.
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# ? Nov 24, 2013 18:21 |
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Does anyone have recommendations for an iOS pixel art app? I'm using my boyfriend's iPad that has been collecting dust and he has a stylus for it. I've found some neat non-pixel drawing apps, but no free pixel ones... and if I'm going to pay, I'd rather pay for one with a fan base, I guess. For example, this one LOOKS great: https://itunes.apple.com/gb/app/pixaki-pixel-art-for-professionals/id689084217?mt=8 But has 0 reviews and came out 2 weeks ago. For $5, I think I'd rather buy a different app with actual reviews and recommendations.
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# ? Nov 24, 2013 19:16 |
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Take a look at Sprite Something https://itunes.apple.com/us/app/sprite-something/id372515745 I've found it difficult to get much use from a touchscreen when it comes to pixel art but maybe with a stylus you'll have better luck.
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# ? Nov 25, 2013 16:28 |
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# ? May 10, 2024 01:12 |
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Stuff3: Choose a definite source of light next time. You've gotten a little pillowy on the body. What I do to help me is to draw a circle outside of the character on some other layer to represent my light source. That way I can always look at it and say "oh, it's coming from over here."
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# ? Nov 25, 2013 19:48 |