|
Scrub Lover posted:i'm not a pixel artist 'by trade' but i've been dabbling in it lately. It's great seeing this style of a hand-drawn look applied to pixels. New member of the Waffle Conans gang: Scut fucked around with this message at 05:02 on Oct 8, 2014 |
# ? Oct 8, 2014 04:21 |
|
|
# ? May 11, 2024 09:00 |
|
Scut posted:It's great seeing this style of a hand-drawn look applied to pixels. this might piss some of you off but my approach to pixel art is starting out with a regular full-size drawing - using the PS pencil tool - and shrinking it down to like 5-10% original size using nearest neighbor. then i zoom in real close and clean up the pixels one by one. for example, the jim face started out like this: might be cheating, but i like the end result, so ¯\_(ツ)_/¯ scrub lover fucked around with this message at 14:29 on Oct 8, 2014 |
# ? Oct 8, 2014 14:24 |
|
gently caress what cheating is, gently caress rules. Do you.
|
# ? Oct 8, 2014 14:53 |
|
I'm reporting you to the bureau of pixel art ethics association and I'll have your license revoked!
|
# ? Oct 8, 2014 15:02 |
|
well the op has very strict rules about what is considered 'true' pixel art, just sayin
|
# ? Oct 8, 2014 15:20 |
|
RedRupee posted:I'm reporting you to the bureau of pixel art ethics association and I'll have your license revoked! I'm a loose cannon! *throws badge on desk revealing severe banding and colour cluster issues*
|
# ? Oct 8, 2014 15:27 |
|
Hahaha, just 78 more of these to go! Hahaha hahaha 78 spritesheets with 78 frames!
|
# ? Oct 8, 2014 15:37 |
|
Shoehead posted:78 spritesheets with 78 frames!
|
# ? Oct 8, 2014 15:54 |
|
Scrub Lover posted:well the op has very strict rules about what is considered 'true' pixel art, just sayin It's clear that there is a lot of manipulation after you have down-scaled the art, and that it's part of your process rather than (for lack of a better term) a cheat. I know there are differing opinions on what constitutes pixel art, but I've never been a fan of purism in any art form. To me, it's a medium in which the individual pixels are visible, and were manually crafted within a small set of constraints. If you built a scaffold to help erect the building, that's cool. I think pixel artists can become annoyed when they sense that someone cutting corners is diluting the quality of their own work, or that they are missing the point of what sets the medium apart from others. Dudes on the internet tend to be lacking however when it comes to applying a measure of perspective to the thing that's annoying them. Shoehead posted:
How many characters would you actually need to get a solid playable game out though? A dozen perhaps?
|
# ? Oct 8, 2014 16:02 |
|
Jackard posted:How do you survive, without a day job? Scut posted:
I'm a crazy person.
|
# ? Oct 9, 2014 12:54 |
|
Scut posted:It's clear that there is a lot of manipulation after you have down-scaled the art, and that it's part of your process rather than (for lack of a better term) a cheat. I know there are differing opinions on what constitutes pixel art, but I've never been a fan of purism in any art form. To me, it's a medium in which the individual pixels are visible, and were manually crafted within a small set of constraints. If you built a scaffold to help erect the building, that's cool. I'd like to add to this and say that pixel art grognardism, much like in really any other form of grogging, totally misses the fact that the huge majority of iconic pixel art backgrounds, sprites, etc, were pretty much constructed entirely with the method of either downscaling or color mapping, and that that's totally fine. A ton of editing has to be done to make that kind of conversion look good, and a lot of people forget that and instantly go into "computers make art easy" mode which still somehow hounds digital artists in other fields. Basically, Scrub Lover, you're doing great, and my own style has been getting a lot closer to the first thing you posted as well, so you're not alone in your train of thought regarding process.
|
# ? Oct 9, 2014 14:02 |
Scrub Lover posted:well the op has very strict rules about what is considered 'true' pixel art, just sayin The guy who wrote the (imo) definitive outline of what makes 'pure' pixelart is cure, and he even works from colour-reduced drawings he's done, e.g. (nws-ish) this, from a mural the pixel-purity thing is largely a personal challenge, but it also gives good fundamentals for working with pixel art's little quirks. Much easier to get good lines by hand/with larger images regardless.
|
|
# ? Oct 10, 2014 09:37 |
|
Slow day in work
|
# ? Oct 11, 2014 17:39 |
|
Decided to go back to what I've done in the past; weapons, shields (will probably try armor at some point) and items in general. Tried a variety of weapons, I want to try more swords but there's only so many ways you can make a traditional straight sword look unique at this size, so i decided to try my hand at different, more curved swords. Items/Weapons/etc are going to be within 32x32, originally tried 16x16 but i felt it was too limiting and didn't leave me enough room to put much detail and left the ones i did try in 16x16 looking oddly proportioned (3 Pixel wide blade with a 1 pixel wide handle). Ash Crimson fucked around with this message at 18:22 on Oct 11, 2014 |
# ? Oct 11, 2014 18:16 |
|
I'm working on a job that involves making some top-down tilesets, and I figured I'd ask: Does anyone have an image that's a "proof" showing all the possible single- wall combinations that you need when using somewhat complex shapes? It would be easy if it were just single blocks, but my method is this:code:
Actually just any in-depth articles about tilesets would be cool too. *edit* That wasn't so bad, I think you just have your shapes like + - |, then every corner, and any single-tile offset intersections. Locus fucked around with this message at 18:47 on Oct 11, 2014 |
# ? Oct 11, 2014 18:21 |
|
If I'm reading you correctly, this guide should help. http://forums.tigsource.com/index.php?topic=40985.0
|
# ? Oct 11, 2014 19:12 |
|
Scut posted:If I'm reading you correctly, this guide should help. Perfect, thank you! Although it looks like she's not supporting the "S" Tetris block shape in her system. Hm. Locus fucked around with this message at 19:34 on Oct 11, 2014 |
# ? Oct 11, 2014 19:31 |
|
Take a look at set 4.
|
# ? Oct 11, 2014 21:31 |
|
Scut posted:Take a look at set 4. That one's kinda blurry. Could you show set 3 again, please?
|
# ? Oct 11, 2014 21:36 |
|
Scut posted:Take a look at set 4. I see. My problem comes from the roof tiles that go on top of actual blocks. It required a weird middle piece, like so: (not the actual tileset I'm working on)
|
# ? Oct 11, 2014 21:51 |
|
Locus posted:I see. My problem comes from the roof tiles that go on top of actual blocks. It required a weird middle piece, like so: Just make it thin on one side?
|
# ? Oct 11, 2014 22:02 |
|
I made a tribute Grid Gangs card for a character from Thomas Nopper's Mutant Gangland. The layout and frame art is still placeholder at this point but I was excited to show off my depiction of 'Prima'! Mutant Gangland is gonna be dope, keep an eye out for it, or grab the alpha now if you are into early access!
|
# ? Oct 14, 2014 03:29 |
|
Looking good! I'm p happy w the frame, just have to figure out the name and gang affiliation text below and that's our card template. Thomas Noppers btw is someone who's made HUGE progress with his pixel art the past year or two, really inspiring to see.
|
# ? Oct 14, 2014 12:07 |
|
I've uhh... been doing some research for Grid Gangs down the line... https://www.thegamecrafter.com/publish/product/PokerDeck
|
# ? Oct 14, 2014 13:05 |
|
What is Grid Gangs? Or are you guys not talking about it? (Or did I miss it?)
|
# ? Oct 14, 2014 14:39 |
|
Shoehead posted:What is Grid Gangs? Or are you guys not talking about it? (Or did I miss it?) It's a series of trading cards Scut came up with. So far i'm totally lagging behind! Outside of discussing the details of the frame all I've managed so far is this dude: And an early attempt to get myself familiar w the palette by copying (a part of) one of Scut's characters:
|
# ? Oct 14, 2014 15:22 |
|
Chaos Engine and I were swapping ideas about it on twitter. I haven't done an art collab in a long time and the idea of a trading card seemed like a fun way of coming up with some fresh ideas that were not locked into a specific IP. I'm thinking Grid Gangs can be like Garbage Pail Kids or those 'Dinosaurs Attack!' card sets that stood on their own.
|
# ? Oct 14, 2014 16:06 |
|
Have I mentioned how stupidly fun tilesets are?!
|
# ? Oct 17, 2014 02:28 |
|
What program are you using for drawing tiles? Interesting choice of shadow colour btw.
|
# ? Oct 17, 2014 05:20 |
|
|
# ? Oct 17, 2014 07:15 |
|
Scut posted:What program are you using for drawing tiles? Interesting choice of shadow colour btw. Drawing the sheets in Aseprite, which has this great tiling tool if you want to do patterns, and putting it together in Tiled. Enjoy 4 maps stitched together Edit: Poemdexter pointed out to me that the river banks looked super flat Shoehead fucked around with this message at 18:46 on Oct 17, 2014 |
# ? Oct 17, 2014 16:50 |
|
A quick animation I did for a game jam last week. It scrolls through the frames faster in-game. And some items!
|
# ? Oct 19, 2014 07:21 |
|
FuriousGrey posted:
Wow, those look really nice!
|
# ? Oct 19, 2014 10:37 |
|
Oh my this looks so much better. It reads a lot better and now I wanna play in this world.
|
# ? Oct 20, 2014 20:43 |
|
poemdexter posted:Oh my this looks so much better. It reads a lot better and now I wanna play in this world. Soon maybe! Been learning unity this week. I fuckin love the animator!
|
# ? Oct 21, 2014 15:01 |
|
Shoehead posted:Soon maybe! Dude, this looks sooooo much better than the sharkpuncher sprites. Also, goondolences if this means you are about to redo all the art...
|
# ? Oct 21, 2014 22:03 |
|
Shoehead posted:Soon maybe! I was looking over the animation documentation for Unity, it talks all about 3d models and such. Is there anything specific you're using for 2d? Or are you just putting the hierarchy to good use?
|
# ? Oct 22, 2014 03:10 |
|
Quick animation to get a feel for the style. Thinking about working on a side scrolling roguelike. Aygtets fucked around with this message at 06:58 on Oct 22, 2014 |
# ? Oct 22, 2014 06:56 |
|
FraudulentEconomics posted:I was looking over the animation documentation for Unity, it talks all about 3d models and such. Is there anything specific you're using for 2d? Or are you just putting the hierarchy to good use? Heck YEAH it does:
|
# ? Oct 22, 2014 13:55 |
|
|
# ? May 11, 2024 09:00 |
|
Shoehead posted:Heck YEAH it does: Okay I know about futile for 2d is that what you're using with it? Also, worth it to learn unity from zero c# knowledge?
|
# ? Oct 22, 2014 15:08 |