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ButtWolf posted:I'm not sure what you are saying here. Do you have an example? I'm not a traditional artist, so general concepts do not occur to me. Try this: look at your picture and then squint your eyes, notice how some of the colours seem to disappear into their neighbor? That's because they values are too similar. Value is how light or dark a colour is, regardless of hue. I've attached a visual to what I'm talking about. Your original colours are on the left. In this case the hue I'm using is your red from the lightsaber, arranged by value with the lightest at top and lowest at bottom. Notice how similar they are? Next I've selected greys that approximate the reds in value, and then selected new greys that push the value ranges out to increase contrast, finally with a new light red and dark red that will read to the eye easier. Sidenote: I didn't do any hue shifting to keep this simple but as a next step it's often a good idea to shift your brighter colours into a warmer hue and your darker colours into a cooler hue. So the light red would get shifted towards the orange spectrum, the dark would shift towards the purple / magenta. Scut fucked around with this message at 21:57 on Jan 27, 2020 |
# ¿ Jan 27, 2020 21:52 |
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# ¿ May 12, 2024 17:43 |
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Harold Krell posted:Playing with parallax scrolling and color blending tricks to get convincing looking clouds for a side-scroller. Perfect
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# ¿ Feb 18, 2020 12:58 |
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You have several viable styles in that timeline. Nothing wrong with iterating and tweaking. I would suggest seeing what you can do with visual hierarchy. Push up contrast on things like faces, push down contrast on things like feet. The human eye tends to gravitate towards the 'face' of something first. The terrain looks good but fights for attention against the sprites. Switching to blank tiles of solid colour, with the occasional textured tile thrown in will clean up the space and give the viewer the information they need to understand what is grass and what is gravel etc.
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# ¿ Feb 26, 2020 17:27 |
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It's not really for anything, I like spending hours drawing ugly mechs once in a while.
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# ¿ Feb 26, 2020 17:28 |
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Couldn't agree more. It's probably more glaring than it should be because the rest of the program is so drat nice to use. I would love it if they implemented GIMP's selection adjustment, where single-clicking inside the selection toggles the mode to stretch and move just the selection box and it gives big handles to make it easy.
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# ¿ Feb 26, 2020 22:22 |
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^^^ these lil sprites are cute ^^^Olive! posted:It is the arrow keys. It nudges the selected pixels but not the selection itself.
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# ¿ Feb 27, 2020 14:37 |
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Odddzy posted:Has anyone here tested pyxel edit? I've done some stuff with it and enjoy the tile manager it has but I'm curious to know how the good pixel artists of this thread think it scales in comparison to Aseprite. Pyxel Edit is a good program. I still keep it for making tilesets. Aseprite has become my main workhorse pixel art tool. If you mostly make sprites and paintings, Aseprite is my tip. If you make tilesets, get Pyxel. Both are cheap, you money goes to indies, if you can afford both I say do it.
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# ¿ Mar 2, 2020 16:54 |
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Scarodactyl posted:What features do you see as missing in aseprite? Aseprite could use easier selection tools, especially for modifying a selection on the fly. Tiling is not a strongpoint, although as my previous post mentioned there are some cheap specialized tools for tiling available. Aseprite added 2x1 pixels recently which is cool but last I checked I couldn't set a custom pixel ratio (more a fun feature than essential). I would love some sort of greyscale matching tool, or value matching, so that I can assemble palettes that have colours of different hue or saturation that match value to their neighbor.
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# ¿ Mar 2, 2020 17:42 |
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Misandry Cannon posted:
You are using some transparency (alpha) in that sprite and I would recommend against that. It tends to make pixel art more difficult to manage and muddies your results. Here's how I would adjust your palette. I tried to create clear steps in value between each colour, as well and shifting hues warmer as they get lighter and cooler as they get darker. Greater saturation on darker hues helps too.
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# ¿ Mar 3, 2020 21:10 |
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Indexed mode means the document operates within strictly a limited palette. RGB means you have access to millions of colours. If you are using Aseprite I would suggest just leaving it in RGB mode but use the palette swatches on the left side of the screen and select one of the preset palettes. Having distinct steps in your colours is good because you are working in a deliberately small number of colours with pixel art and you want each cluster of pixels to be meaningful. If they are too similar you spent all that time for very little payoff to the eye. Closely similar colours also mean an image that appears flatter and less interesting. I chose to add reds and purples because those felt like colours that would make sense in the deep shade of a tree. Brown is really just orange that has been desaturated or darkened, but trees can have lots of other colours happening in the bark. I also thought the dark red could work in some areas of foliage where you want to show gaps in the lit areas. The purple would act as a good deep shadow across either the bark or foliage. Shadows make a surface appear cooler, more blue or violet, to the eye, especially under sunlight.
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# ¿ Mar 4, 2020 11:56 |
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A LOVELY LAD posted:Im fairly happy with these, maybe too many dark colours? Also annoyingly I switched the pallette to dawnbringers 32 colour one and there's a few reaaaaaly similar colours hidden in the frames somewhere, but I can cross that bridge when I come to it with photoshop. It reads quite well I think. Most of your dark colors are concentrated in the feet, legs, body. Hands, head and face pop out against that and those are elements the player will focus on more.
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# ¿ Mar 10, 2020 12:27 |
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I totally fell off the thread with my dayjob. Tons of great work to look at! These trees are really special. Ash Crimson you've made massive progress in your pixel art. I started this piece when I was losing sleep as the pandemic set in. Finally decided to set it aside and work on something else. I like it though!
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# ¿ Jun 21, 2020 03:09 |
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MikeJF posted:I'm trying to figure out a bunch of palettes I can shift between, is there like an easy tool that lets me have a... color spreadsheet or something I can add rows and move things in? If you find a good tool please post it. Aseprite's palette is pretty good, lets you move colours around and then you can export the palette as a png but I don't know if it supports palette subgroups which I would like because often in a project I will assign subsets for different classes or themes.
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# ¿ Jul 21, 2020 09:37 |
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It's a nice desaturated palette. Try removing the black outlines from the tile elements, I think you will find that they still read and the character sprites will immediately pop to the foreground.
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# ¿ Aug 27, 2020 02:54 |
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Sick. Not sure if you have sprite / time constraints but you could add some light flash on the hull and turret when the gun fires?
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# ¿ Sep 14, 2020 17:59 |
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Nice warm / cool balance!
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# ¿ Sep 24, 2020 12:11 |
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Ash Crimson posted:A small update: Low contrast background is cool but I would suggest higher contrast sprites, or at least use your darkest tone in the palette for the sprite outlines.
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# ¿ Nov 13, 2020 14:50 |
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Scarodactyl posted:Spent a bit of time getting ready for when Lowtax gets perma'ed. that's a thing of beauty, I'd donate to get that in the smilie database
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# ¿ Nov 28, 2020 04:32 |
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Mr.Misfit posted:Hey folks, hope this is the correct way, I'm looking for someone to create pixel-art for my indie-pen&paper-rpg, a dark sci-fi dune/babylon5/foundation-esque game about power plays, dirty deeds and wavering loyalties. Is ...is this the right place to ask if anyone's willing to take this up? Or are there better places to look for artists? I'd also suggest Twitter as a good place to find artists.
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# ¿ Dec 28, 2020 14:39 |
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I love watching this process.
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# ¿ Jan 3, 2021 02:04 |
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Working on a tileset for my roguelike interpretation of Brigador.
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# ¿ Jan 10, 2021 20:07 |
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Lowen posted:It's BrigadorTech: The Killdozer Corvid's Inception I remember playing The Crescent Hawk's Inception so well played on cutting so close to the bone without knowing me.
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# ¿ Jan 13, 2021 01:21 |
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Crossposting from the Goblin Week thread
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# ¿ Jan 28, 2021 03:39 |
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Fantastic light sourcing
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# ¿ Jan 30, 2021 13:20 |
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hell yeah
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# ¿ Mar 21, 2021 12:29 |
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I picked up Rexpaint as well as a cool ANSI character set called MRMOTXT. Did a throwback to my old Salvage project to help learn the medium. It's really fun to work with not only limited colours but also constrained shapes. Feels like a fresh take on the medium.
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# ¿ Apr 20, 2021 00:20 |
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DownItGoes posted:A plant in 10 colours, criticism/advice welcome. It's nice. The pot shading is maybe a little too noisy? Maybe try some dither patterns to see if that cleans it up a bit and helps describe the curvature of the pot.
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# ¿ Jul 14, 2021 11:33 |
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Scarodactyl posted:
I had a very long drag of a day, letting this run on my second monitor to help me chill out.
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# ¿ Aug 11, 2021 01:39 |
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Diabetes Forecast posted:
That's a really fun sequence
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# ¿ May 2, 2022 12:13 |
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which great house will you be dune next?
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# ¿ Mar 19, 2023 09:29 |
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bredfrown posted:
I miss having a CRT, one of these days I'll find a trinitron or something I can run slideshows on. Has anyone made a really well refined CRT emulator? I find they always look too forced, too harsh, and you can often see the 'edges' of the layers that the shaders are creating?
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# ¿ Jul 8, 2023 01:19 |
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Star Man posted:I want to be that weirdo in 2024 who plans out original dot art on graph paper like it's 1982. Post the roughs.
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# ¿ Dec 27, 2023 22:14 |
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# ¿ May 12, 2024 17:43 |
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dassalottatiles!
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# ¿ Jan 25, 2024 23:20 |