AuthorTopic: [C+C] [Feedback] 1-Bit Pixelart  (Read 883 times)

Offline Ma3vis

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[C+C] [Feedback] 1-Bit Pixelart

on: January 12, 2017, 04:32:33 am
Hello!

Attempting to practice animation and have a love for small line-art

Looking for any feedback, all input welcome





Going for an Ico-style but in snow with a graveyard feel
« Last Edit: January 12, 2017, 04:34:55 am by Ma3vis »

Online eishiya

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Re: [C+C] [Feedback] 1-Bit Pixelart

Reply #1 on: January 12, 2017, 01:45:43 pm
The symmetry on the triangular tree(?) is making it look like something artificial. It's better to avoid symmetry with trees like that - trees are only vaguely symmetrical, and they look more natural without symmetry.

The two dithered trees feel rather noisy. Don't forget that black and white are also valid values you can use! Don't be afraid to have solid black and white parts. In those parts where you do mix black and white pixels, I think it might be better to focus on showing clumps of leaves/branches rather than individual leaves. At this scale, tiny details just read like noise.

Offline Ma3vis

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Re: [C+C] [Feedback] 1-Bit Pixelart

Reply #2 on: January 13, 2017, 09:06:54 am
 -
« Last Edit: January 16, 2017, 02:56:29 pm by Ma3vis »

Online eishiya

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Re: [C+C] [Feedback] 1-Bit Pixelart

Reply #3 on: January 13, 2017, 02:31:02 pm
Pet peeve alert: That's a fir (or maybe a spruce), not a pine. This is a pine.

In any case though, it's still symmetrical. I meant the tree that's not a silhouette, that one was fine. I meant the dithered one that is literally symmetrical, down to the pixel level. The two silhouette trees were fine. Sorry for being unclear before!

Single pixels might sometimes be unavoidable, but noise is always avoidable. If you have pixels that don't read like anything, that's noise, and it doesn't belong. Pixels that read as texture or details are not noise. However, for that to happen, they need context, larger clusters of pixels establishing the context to which those single pixels add texture/detail. If everything is detail, then there's no form, and therefore it doesn't read.

Here's an edit illustrating some of what I said in my earlier post, using solid areas of black and white to show the form:

I didn't use any dithering because I feel it's unnecessary at this size, but that's not to say you can't or shouldn't.
I also made that one dithered tree asymmetrical while I was at it.
« Last Edit: January 13, 2017, 03:59:34 pm by eishiya »

Offline Cherno

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Re: [C+C] [Feedback] 1-Bit Pixelart

Reply #4 on: January 13, 2017, 10:55:51 pm
^Great edits for the trees.

I also like the characters. Very small but also recognizeable.

Offline Ma3vis

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Re: [C+C] [Feedback] 1-Bit Pixelart

Reply #5 on: January 15, 2017, 06:33:56 am
Thank you for helping out

Made some updates



Pet peeve alert: That's a fir (or maybe a spruce), not a pine. This is a pine.
Here's an edit illustrating some of what I said in my earlier post, using solid areas of black and white to show the form:


Tried to edit your illustration down to a 16x16 sprite:
Then made my own -- is this an improvement any?





In mind to what you said about noise and demonstrated
I tried to fill in more rather than dither here - are these results better/readable?

In addition to the trees, I've worked on:
01. Brick Walls
02. Broad-Iron Fencing
03. Windmill
04. Samurai
05. Monster
06. Main

Note for the Brick Walls - I attempted to recreate a curvature wall as seen in castles
I think it's called either a "Bastion" or a "Roundel" (?), not sure

« Last Edit: January 16, 2017, 02:55:13 pm by Ma3vis »

Online eishiya

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Re: [C+C] [Feedback] 1-Bit Pixelart

Reply #6 on: January 15, 2017, 04:19:15 pm
I recommend redoing the big tree yourself instead of using so much of my edit. I chose an arbitrary light source, which doesn't necessarily match the lighting you want to have on everything. I don't mind you using it, but I think you'd learn more by doing it yourself.

I think those smaller trees are definitely going in the right direction! Their forms are more readable than the old one, for the most part.
Try starting with a solid, shaded cone of the size you need, and then breaking up the edges to suggest detail. That might be a good way to make sure you're not over-dithering. Deliberately incorrectly-sized example:

You can do the same thing for other trees, just with different shapes.

The rounded walls don't read as rounded to me, but I think it's because of the perspective mismatch; the actual pixelling on them looks nice and readable, it's clear that the middle part is meant to pop. The walls have a flat top and bottom (as opposed to rounded), which suggests they're flat. A rounded wall would only have a flat top and bottom when viewer from the front (e.g. like in a side-scrolling game), but your layout suggests more of a top-down view. This is an issue with a lot of the sprites, but it's less noticeable on them because they're too small for the rounding to be prominent even if it was there.

Offline Ma3vis

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Re: [C+C] [Feedback] 1-Bit Pixelart

Reply #7 on: January 24, 2017, 07:33:18 pm
New updates





Could use advice on pretty much anything in the screenshot
Tried to make my own large tree but having problems once I start shading

On the smaller trees I am not sure what more I could do
1-bit sprites of its size can vary by so much, and I've made 28 more variations and about $60 worth of commissions for them
Not sure what a "finished" version would look like at this point other than what is used now

House looks alright but having issues breaking up details to form a door
Also not sure if the windmill fits with the other tiles anymore or if it conflicts with the style of everything else
« Last Edit: January 25, 2017, 03:20:30 pm by Ma3vis »