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BlueKingBar posted:I know this is a thread about pixel art, but it's still retro graphics-related so I'll fire. Are there any good guides on making lo-fi 3D stuff? I'm talking like, Sega Model 2 or 3 era stuff (think a little lower-poly than a Dreamcast game). You might want to try asking in this thread: http://forums.somethingawful.com/showthread.php?threadid=2877226&userid=0&perpage=40&pagenumber=1 Pixel art and low poly models are like apples and hedgehogs, really.
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# ? Feb 26, 2016 04:45 |
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# ? May 10, 2024 00:35 |
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Another level... almost done
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# ? Feb 29, 2016 01:01 |
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Sophism posted:Pixel art and low poly models are like apples and hedgehogs, really. They've got more in common than you think. e: here's some more because I forgot how many of these I did Babe Magnet fucked around with this message at 03:10 on Feb 29, 2016 |
# ? Feb 29, 2016 02:59 |
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Babe Magnet posted:They've got more in common than you think. I'd say that has mostly to do with the texturing style you pick.
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# ? Feb 29, 2016 05:44 |
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They're both a once necessary art style due to technology limitations that's nowadays done mostly as a stylistic choice to appeal to nostalgia or minimalism. But yeah it's mostly in the texture. 3D Pixel art loving owns.
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# ? Feb 29, 2016 07:05 |
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I think 3D pixel art is kind of the "new wave" of the genre. It's been around for awhile, but seeing major indie successes like Devil Daggers use it is going to propel the medium into the spotlight in the coming years. It's a hybrid of ultra-low poly and pixel art and I don't see any reason we couldn't discuss at least the texture mapping aspects of it in this thread.
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# ? Feb 29, 2016 07:07 |
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Yeah it's why I initially posted just textures I've done. I'm super into texture mapping, especially low resolution/pixel art stuff.
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# ? Feb 29, 2016 07:27 |
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Babe Magnet posted:They're both a once necessary art style due to technology limitations that's nowadays done mostly as a stylistic choice to appeal to nostalgia or minimalism. This looks really interesting, probably a dumb question but how would you go abouy making something like that, ensuring the pieces fit, etc?
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# ? Feb 29, 2016 15:58 |
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Chipp Zanuff posted:This looks really interesting, probably a dumb question but how would you go abouy making something like that, ensuring the pieces fit, etc? It's really just using low-poly models with low-resolution textures (128x128 is tiny in terms of 3D texture mapping). If you know how to do 3D modeling, animating, and texture mapping, you can make something like that fairly easily.
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# ? Feb 29, 2016 16:48 |
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Vermain posted:It's really just using low-poly models with low-resolution textures (128x128 is tiny in terms of 3D texture mapping). If you know how to do 3D modeling, animating, and texture mapping, you can make something like that fairly easily. After you fight with your 3D program to turn off all the blur distortions on your textures.
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# ? Feb 29, 2016 19:23 |
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SystemLogoff posted:After you fight with your 3D program to turn off all the blur distortions on your textures. I'm not a big fan of Unreal Engine 4 otherwise, but I gotta admit I'm pleasantly surprised that they included this option and showcased it in their samples for 2D stuff.
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# ? Feb 29, 2016 19:27 |
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Babe Magnet posted:They're both a once necessary art style due to technology limitations that's nowadays done mostly as a stylistic choice to appeal to nostalgia or minimalism. They also persist because they take less time and money to create than AAA level graphics. How long does it take to make a pixel art hammer? How long does it take to make a low poly 3D hammer and skin it? Now make the hammer high poly and go for AAA-level visuals. Pixel art is, last I heard, also pretty big on mobile because the screens are so restrictive in size. When you're working with 300x200 resolution every pixel matters.
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# ? Feb 29, 2016 20:00 |
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Honestly, outside of AAA games, I'm glad that people are finally starting to value aesthetics more than sticking advanced shaders and huge numbers of polygons on everything. Doubly so because I'm poor and I play games on a laptop. Indie gaming, digital platforms like Steam, and mobile development have helped with that a lot from what I can tell.
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# ? Feb 29, 2016 20:04 |
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SystemLogoff posted:After you fight with your 3D program to turn off all the blur distortions on your textures. I'd love to do more 3D texturing and try my hand at doing pixel art texturing. But I've been using Blender mostly and I really hate it especially for texturing. Is there any other free (or inexpensive) 3D program anyone could recommend?
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# ? Feb 29, 2016 20:13 |
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BlueKingBar posted:Honestly, outside of AAA games, I'm glad that people are finally starting to value aesthetics more than sticking advanced shaders and huge numbers of polygons on everything. Doubly so because I'm poor and I play games on a laptop. Indie gaming, digital platforms like Steam, and mobile development have helped with that a lot from what I can tell. That ultimately happened because there's only so far you can take "WE USE THE BEST TECHNOLOGY!!!!" marketing. Look at when 3D graphics first came out. Absolutely everything had to be 3D even though a poo poo load of 3D games of that era were unforgivably ugly. Gorgeous, gorgeous pixel art games even happened on the freaking NES which had severe technical limitations. It also just got continually more expensive to dazzle everybody with fancier 3D graphics than last year. It also turned out that people are willing to pay for games with "meh" 2D graphics so long as the gameplay is fun. Who knew?
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# ? Feb 29, 2016 20:57 |
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ToxicSlurpee posted:Pixel art is, last I heard, also pretty big on mobile because the screens are so restrictive in size. When you're working with 300x200 resolution every pixel matters.
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# ? Feb 29, 2016 22:01 |
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BlueKingBar posted:I'm not a big fan of Unreal Engine 4 otherwise, but I gotta admit I'm pleasantly surprised that they included this option and showcased it in their samples for 2D stuff. https://vine.co/v/eBzAZIHJ6tb
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# ? Mar 1, 2016 22:36 |
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Aneurexorcyst posted:Another level... almost done I can hear the earth rumble in that gif, nice job with the juice.
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# ? Mar 1, 2016 22:39 |
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I am working on "a thing"
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# ? Mar 2, 2016 06:12 |
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Old Man Mozz posted:
Those look 100% professional. Awesome work.
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# ? Mar 2, 2016 07:58 |
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Someone asked me what my rates are. I never figured em out!
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# ? Mar 2, 2016 22:56 |
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Shoehead posted:Someone asked me what my rates are. I never figured em out! Figure out an hourly wage you'd like to have (like say, $10 an hour) then work out how long it took you to do something (like, as a weird and probably incorrect estimate, a character spritesheet took you a total of 5 hours). Multiply one by the other and you've got a basis for coming up with a good rate: in this case, fifty bucks for making a character spritesheet. Then basically just extrapolate from there, and remember not to undersell yourself.
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# ? Mar 3, 2016 10:10 |
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Set an hourly rate for commercial/corporate work. If you are offering work to an indie or someone you know can't pay the full rate you can provide a discount, but you should still show what the regular charge is, THEN apply the discount. Personally I don't flatrate anything. Every client wants something custom, every client is going to ask for changes. If they can't pay me hourly then they are probably wasting both my own time and theirs. I got a new plane done. It's largely inspired by the Super Tucano. I'm not happy with the character standing next to it yet. Her upper torso is wrong and I should probably simplify the hands to leave less pixel noise.
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# ? Mar 3, 2016 14:03 |
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Thank you guys! Someone has me doing test sprites atm
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# ? Mar 3, 2016 16:46 |
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Scut posted:Set an hourly rate for commercial/corporate work. If you are offering work to an indie or someone you know can't pay the full rate you can provide a discount, but you should still show what the regular charge is, THEN apply the discount. Personally I don't flatrate anything. Every client wants something custom, every client is going to ask for changes. If they can't pay me hourly then they are probably wasting both my own time and theirs. If you ask me, her neck is way too long. Look at where her chin is compared to where her shoulders meet her body.
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# ? Mar 3, 2016 20:42 |
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Scut posted:Personally I don't flatrate anything. Every client wants something custom, every client is going to ask for changes. If they can't pay me hourly then they are probably wasting both my own time and theirs. Agreed on not flat rating - flat rate makes it a you vs them situation (you want to get it done as quickly as possible to maximise your profit, they want it done as well as possible to get the most value for their money.)
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# ? Mar 3, 2016 21:27 |
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Scut posted:Set an hourly rate for commercial/corporate work. If you are offering work to an indie or someone you know can't pay the full rate you can provide a discount, but you should still show what the regular charge is, THEN apply the discount. Personally I don't flatrate anything. Every client wants something custom, every client is going to ask for changes. If they can't pay me hourly then they are probably wasting both my own time and theirs. The plane's got nice chunky outlines, but the character has a much softer pastell-ish palette, and few dark outlines, especially against the sky. The plane really pops, the pilot, not so much. Maybe use the plane's color for the flight suit?
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# ? Mar 4, 2016 05:48 |
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Scut posted:I got a new plane done. It's largely inspired by the Super Tucano. I'm not happy with the character standing next to it yet. Her upper torso is wrong and I should probably simplify the hands to leave less pixel noise. I feel like the propeller's hub cap is shifted left a few pixels (it looks like it's pressed against the starboard side of the plane's nose rather than being centered). Is that on purpose? Agreed that the character's neck is too long. I feel like her body should be bigger, leaving the head in place so that the body comes up to meet it - I know "big head, little body" is your style, but right now she looks like a bobblehead that's about to tip over.
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# ? Mar 4, 2016 13:05 |
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Been trying super hard to get back into the groove without any kind of caffeine. It's really slow going atm Doing tiles based off the Lego Monster Fighters haunted house, I might actually do some more sets based off Lego buildings because it's really easy to see the line between it's construction and modular tiles. Also its a really loving cool set! I really need to add some shading later to it to really make it look dark and spooky, but atm I'm just glad to be able to say I worked on something..
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# ? Mar 7, 2016 18:46 |
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I got around to doing another devlog: https://www.youtube.com/watch?v=wzMA9gg8SoU I feel like I'm getting better at editing myself, though I sometimes do almost trip over my words... Man, I really feel burned out on solo dev. Would love to do a collab in the future...
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# ? Mar 8, 2016 00:22 |
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Aneurexorcyst posted:I got around to doing another devlog: https://www.youtube.com/watch?v=wzMA9gg8SoU My, wherever will you find artisttssss?
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# ? Mar 8, 2016 13:09 |
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Aneurexorcyst posted:I got around to doing another devlog: https://www.youtube.com/watch?v=wzMA9gg8SoU I just want to say your game flow is quite solid, it's extremely fluid and your soundwork truly gives your games a lot of strong OMPH. Your screenshots don't really do it justice.
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# ? Mar 8, 2016 13:31 |
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Shoehead posted:My, wherever will you find artisttssss? Whenever I see anyone doing awesome work, I just assume that they're too busy... FraudulentEconomics posted:I just want to say your game flow is quite solid, it's extremely fluid and your soundwork truly gives your games a lot of strong OMPH. Your screenshots don't really do it justice. Thanks! And yeah, screenshots really don't do much for the game unfortunately.
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# ? Mar 9, 2016 01:12 |
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I'm trying my hand a bit more seriously at pixel art right now (last time I did anything in that direction seriously beyond some paint doodles was the 90s and I was not exactly good at it) and I'm wondering which programs people here use and why. I've been using the tools I've known from back then (DPaint, Brilliance .. stumbled over grafx2 which I also really like because it feels similar to Brilliance) and they still feel fairly comfortable to me. How wrong am I? Also am I the only one not putting things pixel by pixel but just sketching them roughly with the mouse and then filling and tweaking the details in? Somehow it feels wrong to do it that way but I can't really imagine doing it differently.
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# ? Mar 11, 2016 00:59 |
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Police Automaton posted:I'm trying my hand a bit more seriously at pixel art right now (last time I did anything in that direction seriously beyond some paint doodles was the 90s and I was not exactly good at it) and I'm wondering which programs people here use and why. I've been using the tools I've known from back then (DPaint, Brilliance .. stumbled over grafx2 which I also really like because it feels similar to Brilliance) and they still feel fairly comfortable to me. How wrong am I? You're super wrong and indeed the only one. Nah, actually whatever tool works for you is cool! I use PhotoShop, not because it's especially good for pixel art but I'm used to working w it. And I don't think anyone actually places EVERY pixel one by one. I mean I'm not gonna put down 64 single pixels to create a tile when I can just draw rectangle, if I'm drawing a sprite I might do a rough sketch of a shape and hack out the edges and go in there to fill out the details, or whatever. It's all good!
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# ? Mar 11, 2016 01:18 |
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Police Automaton posted:I'm trying my hand a bit more seriously at pixel art right now (last time I did anything in that direction seriously beyond some paint doodles was the 90s and I was not exactly good at it) and I'm wondering which programs people here use and why. I've been using the tools I've known from back then (DPaint, Brilliance .. stumbled over grafx2 which I also really like because it feels similar to Brilliance) and they still feel fairly comfortable to me. How wrong am I? I use GraphicsGale. It's free and gets the job done.
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# ? Mar 11, 2016 03:03 |
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Police Automaton posted:I'm trying my hand a bit more seriously at pixel art right now (last time I did anything in that direction seriously beyond some paint doodles was the 90s and I was not exactly good at it) and I'm wondering which programs people here use and why. I've been using the tools I've known from back then (DPaint, Brilliance .. stumbled over grafx2 which I also really like because it feels similar to Brilliance) and they still feel fairly comfortable to me. How wrong am I? I have a good gif timelapse of someone making a really nice pixel art that way, I'll hopefully remember to post it when i get home.
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# ? Mar 11, 2016 12:45 |
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I use Aseprite, and I also have swankypaint, which is a Dpaint clone with all the shortcuts that you may remember (or not!)
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# ? Mar 11, 2016 12:50 |
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Tried other programmes, but still use graphics gale here. Can't find any other programme with the same functionality or ease of access (paid version).
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# ? Mar 11, 2016 15:06 |
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# ? May 10, 2024 00:35 |
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I use Gimp and a wacom tablet. I'm planning a shift to Aseprite eventually. If you are not fixed on a program I would recommend you try Aseprite. If you plan on doing a lot of tiling work I highly recommend Pyxel Edit.
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# ? Mar 11, 2016 20:09 |