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Messages - PixelPiledriver
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921
Pixel Art / Re: Personal sprite experiment
« on: April 12, 2012, 12:11:50 pm »
So here's your dude:


The character gives off the appearance of being suspended:

This is commonly referred to as a Pivot or Hitch.

Manipulate the position and timing of your drawings:

There is no need to add extra drawing at this point.
Just figure out the basic motion.

Then start to change forms of the character that supplement the motion:

Here I've decided to make his legs stretch out to meet contact with ground as he goes down and as he pushes off.
This also added a bit more height to his hop and gave me a couple more frames to adjust the overall timing.

With more passes you can add other details such as follow through:

A quick pass can serve as a guide even if it is not perfect.
Sorry but I don't have time to finish it off completely.

The resulting motion you decide to create could be very different.
Just make some decisions and go for it.

Read this:
http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html

Although it does not cover all the techniques available, it is a solid foundation.


922
Pixel Art / Re: Horned
« on: April 10, 2012, 10:09:28 am »
Colors have inherent luminance values.
Because of this I find it much easier to construct lighting in grayscale:


He's a bit low to mid key.
Some higher values could help.

I like his overall shape.
The drawing could stand a lot more exaggeration, but that's more of a stylistic choice depending on what you want.

923
Pixel Art / Re: My first Animation (WIP)
« on: April 09, 2012, 06:55:14 pm »
Among other things, the major element you are missing is Timing:


Read thru this:
http://minyos.its.rmit.edu.au/aim/a_notes/anim_principles.html

Although directed at film animation it is still applicable to other mediums.
Play around with some of the ideas it gives you.


924
Pixel Art Feature Chest / Re: [wip] stony monster not stony enough.
« on: April 05, 2012, 08:48:58 pm »
He's a bit flat in some places.
His volume could benefit from broader shadows:


The surfaces I decided on are something like this:


They could be drastically different (and a lot cleaner) depending on what you want to describe.
But if you are going for something simpler it's not really necessary to delineate the larger surfaces.

925
Pixel Art / Re: Sad Demon
« on: April 03, 2012, 03:43:20 am »
Atmospheric Perspective will give you more depth by modifying the max and min distance perceived.
It will also help control focus in the composition:


Scientifically atmospheric perspective is caused by "air particles" compounding over distance.
Greater distances cause them to appear increasingly opaque:


Artistically atmospheric perspective is a collection of perspective cues working simultaneously:
1. Change in size
2. Overlap
3. Hue shift
4. Loss of detail
5. Compression of color range

This is typically simplified to:
Greater distance = Color shift to Skybox color

It's up to you which cues you want to include and how exaggerated you want them to be.

In general:
More exaggerated = Greater distance

Upon closer inspection you have a tiny bit:


But it does very little to separate the figure from the environment as can be seen by a greyscale:


926
Pixel Art Feature Chest / Re: [WIP] need help with pixel character
« on: March 21, 2012, 07:33:23 am »
Quote
I started this one but I kinda get lazy and it didn't give the punch feeling that I want I guess
Just by working with timing and spacing you can pull a lot more impact out of an animation:


Don't get disheartened if the first pass isn't exactly what you want.
Each pass is a tool for the next.
Animation can be frustrating at first.
Stick to it and the payoff will be awesome.

Drawing in a simple dude to punch makes for good reference.
It also just keeps me entertained and more likely stay interested in doing the work.

Make duplicates of your file, try different things and compare them.
To keep track of my progress I use a very simple file naming convention:
punch_1.gal
punch_2.gal
punch_3.gal

etc...

If I break away from the original direction and get something else that I'd also like to progress I just slap an index in front of the name as well:
punch_1.gal
punch_2.gal
punch_3.gal

punch2_1.gal
punch2_2.gal

punch3_1.gal

Thanks to 9_6 for some good looking frames.
I barely had to do any drawing.

I swear I'll make some helpful diagrams in the near future. :blind:

927
Pixel Art / Re: [WIP] Action RPG Mockup
« on: March 20, 2012, 10:27:22 pm »
I think part of what makes the concept art really strong is the lighting effects from the sky.


It gives the forest a really nice mood.
I interpreted it to be "old, dead, and a little spooky, but also beautiful".

The very high and low end keys seem to be absent from your mockup.

Although we are unable to see the sky from such a top down angle, you could still imply its color and light using overlays:


So this isn't actually a pixel edit.
I used photoshop and vectors.
Please don't beat me with sticks. :blind:

You could execute such lighting effects with some rather simple Shaders.
Talk to your programmer and see if your game engine is setup to handle effects.
If you are interested in the math involved I can explain.

What I've added is probably a bit too fuzzy and may not convey the correct mood you are trying to create.
But it illustrates taking a step closer to the original painting in terms of color and key range:




Although now that I look at it both my edit and your mockup are missing the really dark darks.

I added the spirits because of these:

Most likely it is intended to be light filtering through the trees.
They are interesting just because of their shape and contrast.
In my mind they seemed animated so I converted them into spirits.
But feel free to ignore them if its not what you're going for at all.

The art itself is very appealing.
The colors are well picked.
I don't completely understand the character, meaning "what can she do?", but that will become clear when she is animated.

Great work.
Keep going.

928
Pixel Art Feature Chest / Re: [WIP] need help with pixel character
« on: March 20, 2012, 09:25:54 am »


Read this if you are not already familiar with it:
http://en.wikipedia.org/wiki/12_basic_principles_of_animation

Game animation has slightly different challenges than film.
But a large portion of the principles carry over just fine.
There is probably a link somewhere that covers the principles in much better detail.
It lacks good examples but the theory is mostly correct.

Sorry for such a vague post but I gotta hit the sack.
Will explain my edits with diagrams soon.


929
Pixel Art Feature Chest / Re: [WIP] need help with pixel character
« on: March 19, 2012, 06:46:09 am »
Quote
My vote goes to the River City/original sprite from this thread, because they actually look like they're about to fight someone.
Although it's good to point out what a fighting stance should actually look like I have to disagree.(but no offense intended jams, very valid point :))
The RiverCity pose is very generic, which actually works well in game since the player does other things than fight.

Here we see the player shopping, talking to a child, and engaging an enemy:


A few years later Technos made sprites that have much more attention to volume and still retain the same style and charm:

They also have a good variety of fighting poses that read really well.

Now let's drop one of those sprites into RiverCity.
Here we see the player threatening the store clerk, ready to punch a kid, and about to engage an enemy:


It's good to have a "generic action" pose in your sprite sheet so that it can pass off as just about anything (yes even skiing!).
If it feels too generic for certain actions however, like jams is pointing out, you'll have to add an additional pose that is more specific.
And of course the opposite is also true. If a pose is too specific it could give the wrong impression.
So it's good to have both.

The new post is a good improvement!
His volume, lighting and color are all much more appealing.

The crotch is a bit forward facing compared to the rest of his body.
You may want to consider bumping it over a few pixels:

How many pixels exactly?
It's up to you.

The walk cycle is a good start.
But I'd like to address it in a separate post, as I'm a bit tired.

You're making great progress. Keep it up. :)

930
Pixel Art / Re: [WIP] Need Help w/ 8bit 16x16 2frame Char
« on: March 18, 2012, 09:08:22 am »
Comparison is a powerful art tool.
If you are unsure of what to do next make a duplicate of your current file:



Try something different.
Now compare them.
Which is better?
Why?
Make a decision.
But keep both versions.
Do not destroy the original as it still has potential to be useful later.
As you continue create more duplicates as needed.

I tried a few different approaches.

This is your dude:


2 frames with the front leg going back:


2 frames with the front leg going forward:


4 frames with the above 2 combined:


8 frames using the common animation elments:


None of these are really better than the other.
They are just different.

Many factors will determine which one is more appropriate:
- Production Time (Deadlines)
- Art Pipeline
- Game Engine
- Desired look

Notes:
UI shown is from GraphicsGale. Other software should have similar features.
The size you have chosen is fun but challenging to work with.
Try more animations to see how far you can push him.

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