AuthorTopic: GR#099 - Stone Monster - Texture  (Read 16584 times)

Offline RAMENSHOP

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Re: [wip] stony monster not stony enough.

Reply #10 on: April 04, 2012, 09:39:00 pm
Triangle pattern shadow will be useful for craggy texture. ▲▼▲
and some crack lines are added.

Offline Mathias

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Re: [wip] stony monster not stony enough.

Reply #11 on: April 04, 2012, 10:24:05 pm
YES. The RAMENSHOP edit punnishly rocks. It's working well. Nice job, Ramen Noodle.

How about thicker outlines, too? I just don't like the thin hairlines since the beast is so thick and blocky - the thin lil' outlines don't jive too well. Though, I realize, outline style might need to stay consistent to match other gfx assets if this is part of a set, or game, or something.

Offline xeokk

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Re: [wip] stony monster not stony enough.

Reply #12 on: April 05, 2012, 12:57:18 pm
Does the creature have articulated rigid parts or a flexible but thick skin?
the skin is supposed to be something like plating or armor, i guess.

YES. The RAMENSHOP edit punnishly rocks. It's working well. Nice job, Ramen Noodle.

How about thicker outlines, too? I just don't like the thin hairlines since the beast is so thick and blocky - the thin lil' outlines don't jive too well. Though, I realize, outline style might need to stay consistent to match other gfx assets if this is part of a set, or game, or something.

i thought about that, but yeah, this has to fit with some other sprites too. it's a custom terraria mob, actually; i'm working on a texture pack that will fit this beast's style.

Triangle pattern shadow will be useful for craggy texture. ▲▼▲
and some crack lines are added.




:O
so beautiful i cried.

i tried emulating your style but i failed miserably D: am i at least headed in the right direction?

Offline PypeBros

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Re: [wip] stony monster not stony enough.

Reply #13 on: April 05, 2012, 08:04:14 pm
i tried emulating your style but i failed miserably D: am i at least headed in the right direction?


I wouldn't necessarily say so, but
1: you overdid it in some area (you've even lost your monster's shape)
2: you haven't applied it globally (bottom-side)
3: you seem afraid of doing it large (check the knee again)

Also, ramenshop's edit featured long scratches. your doesn't.

If I may suggest an analysis I'd propose the following reason for your failure: Ramen had a rock in his mind and identified what was notable about it and injected it on your monster. You had Ramen's edit in mind and tried to apply a technique without a reference. At this point, it may be good for you to find a rock reference ... possibly a real one ... and use that to guide your mind. It needn't to be photo-realistic, but it may help moving beyond the "abstract concept of a pixel art stone"

Offline RAMENSHOP

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Re: [wip] stony monster not stony enough.

Reply #14 on: April 05, 2012, 08:41:39 pm
Uniform triangles will bring images of artificial objects. 



The variety of triangle size,angle and density is important for natural rock texture. ;)

Offline PixelPiledriver

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Re: [wip] stony monster not stony enough.

Reply #15 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.
« Last Edit: April 05, 2012, 09:24:37 pm by PixelPiledriver »
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline slym

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Re: [wip] stony monster not stony enough.

Reply #16 on: April 06, 2012, 03:11:44 pm
please don't apply the rock texture to the chest. I mean, you haven't yet, but the smooth texture that it has now makes the monster so much more fun to look at.

Offline PypeBros

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Re: [wip] stony monster not stony enough.

Reply #17 on: April 07, 2012, 09:28:46 am
The variety of triangle size,angle and density is important for natural rock texture. ;)

And iirc, it could theoretically work with triangles of any shape, but works better with 45° lines because they have less aliasing and lead to cleaner pixel clusters, right ? So it's a bit more than a stylistic choice, isn't it ?