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Messages - Chonky Pixel
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181
Pixel Art / Re: Some criticism in this sprite required :D
« on: January 27, 2020, 09:33:37 am »
I'm glad you liked some of it. As I said, they were ideas. :)

182
Pixel Art / Re: Trying with bigger objects
« on: January 26, 2020, 04:53:00 pm »
I had some success with big objects when I basically traced the outlines of the main shapes in the desired resolution, then filled in different areas with block colours. Then I added in detail.

It was helpful to me to separate the detail work from the overall shape.

183
Pixel Art / Re: Some criticism in this sprite required :D
« on: January 26, 2020, 04:02:04 pm »


How to do smooth curves.

In the image above, the lines marked "A" are good. Each "step" in the line is the same length, so they look smooth and consistent.

The lines marked "B" have jaggies. By alternating between step sizes (for example sizes of 1 and 2) a rough impression is created. Of course, many line angles require this kind of jaggedness to work, so try to avoid those angles if you can. Or use some subtle antialiasing, but that's another subject entirely.

The shapes marked "1" show straight lines at angles to each other. So if you want a smooth curve, avoid breaking off your straight line at 45 degrees. (Unless you're doing really tight turns, see below.)

The curve marked "2" is good. There are no alternating steps, and we've kicked off from the straight line at less than 45 degrees. After that (and this is a new rule for curves) the step size never changes length by more than one pixel. In this case, the steps are "straight -> 2 -> 1 -> 1 -> 1 -> 2 -> straight."

The curve marked "3" has a few errors. You've got an angle at the top, a step change of 1 to 3, and even a 90-degree angle.

"4" shows staircasing, where a double thickness line creates an obvious staircase pattern. Try and avoid doing this as it really looks like you intend to emphasise the step shapes, rather than show a thick line at an angle or making a curve.

"5" shows multiple errors, which are fixed in "6" based on the rules above.

Given this, you can now make a more convincing inner circle for your sprite, and fix the angular cloak trim that I left in.

Shout if you need anything explained more.

Also, remember that these are rules for straight lines and smooth curves. Sometimes you'll want to create these jagged shapes on purpose for other reasons.

184
Pixel Art / Re: Some criticism in this sprite required :D
« on: January 26, 2020, 12:51:46 pm »
Here's a few ideas from a quick 10m edit.



If you're using a limited palette, get creative. Brown can be a good substitute for a dark red, so you can blend that trim into the cloak.

I've made the white pattern a lot darker in the shadow, again due to the limited palette. But it seems to give depth.

The displacement of the trim sideways around the collar makes it look more 3D to me, at least.

I added some shadow to the wrists.

I added a bit of room for the mouth on the face, and added some shadows to try to give it depth.

I tidied up the trim a bit. There's a touch of antialiasing just under the main central design, using a couple of brown pixels. Also, the way the two bits of trim merged was a little awkward.

The outer circle was a bit rough and angular. There's a set of rules you can follow to make smooth curves. It's easy to do but harder to explain. I may need to draw a diagram.

A added a few lighter pixels to the right hand to match the depth cues you put into the left one.


185
Pixel Art / Re: Some criticism in this sprite required :D
« on: January 24, 2020, 10:00:04 am »
The character looks cute. I'm not convinced by the circles she's standing on though. The larger ones look like rounded rectangles to me. Are you using the ellipse tool?

I might lower the brightness of the white pixels on the lower left and right of the robe, they stand out a bit. I might use a darker shade of red for the lower parts of the red trim, too. I would also try nudging the red trim pixels around the collar to the right to try to sell the 3D effect a bit more.

Another thing to experiment with would be losing a pixel or two around the ankles to give the feet definition. It may or may not work, and even if it does you might just not like the effect! :)

Part of the impact of the original image is her grim expression. You do have room for a mouth, just about. Have you tried putting one in? While we're on the face, you can give it some depth by adding shadow under the hair on our right-hand side.

Shout if you want me to attempt some edits.

186
Pixel Art / Re: How does the color of light mix ?
« on: January 24, 2020, 09:49:19 am »
Good luck!

187
Pixel Art / Re: How does the color of light mix ?
« on: January 24, 2020, 01:39:48 am »
Context is everything. In the first photograph there are lots of cues telling you that the light is pink from a sunset or sunrise. Look at the buildings through the window (especially reflections in the windows), the window frame, the highlights on the bottle, the patch of light on the desk. If the paper is pink it makes sense to read it as white because everything is telling you that the light falling on it is pink.

In the second picture, it's made obvious that the sign is glowing. All the surfaces nearby are tinted with the light coming from it, and the colour values make it stick out from the image. Again, we will read the nearby pink steel tube as grey because everything is telling us that it has pink light falling on it. In this case, we even have some tubing that isn't lit by the pink to inform us of the "real" colour.

This kind of context is very important to the way the brain reads an image. Putting a pink piece of paper in a scene without setting up pink lighting would give you a piece of paper that looked pink. Similarly, a pink pipe without the neon sign would also look pink.

Does this help at all? I may be misunderstanding exactly what your problem is.

188
Pixel Art / Re: How does the color of light mix ?
« on: January 23, 2020, 09:42:12 pm »
When you're dealing with light, things mix in an additive way. If you keep adding different coloured paint, everything goes brown. Keep adding different coloured lights, you'll eventually end up with white.

Often with pixel art you'll have a primary light source and a secondary, or ambient source. A good example is an outdoor scene on a sunny day, with rocks. Rock surfaces pointing at the sun will be lit with white or yellowish highlights. The ambient light is blue (from the sky) so add some lesser blue highlights to areas of shadow. See Owlboy as an example:

https://i.guim.co.uk/img/media/65ddfa576ec0d5ba823cb8ab88383b829fc35c89/35_67_1064_639/master/1064.png?width=1920&quality=85&auto=format&fit=max&s=1ee98609b41e6e66bc4d3edb3ca52ac1

The theory is that without the direct light from the sun, everything would be blueish from the ambient light. (Don't start talking about how there wouldn't be any ambient light without the sun. Just don't.) The sun with its whiteish light gives us the natural shades from the rock. The ambient light is coloured and changes the hue.

This could work in other situations. Imagine a cave with lava (or orange walls) and a lit torch. Again the torch would give a direct yellowish/white light. The ambient light would be red/dark orange.

On a street, you might want to use some of the tarmac or pavement colours as ambient light, or reflected light from any large nearby surfaces.

Then there are other light sources. This should be obvious. If your object is in the way of something emitting green light (like an LED display or neon sign or something) then mix in some green highlights where you think the light will hit. Take into account whether you think the light source has the ability to overpower the main source of light in the image.

I don't know what you want to achieve with the palette. I'd have to see the context of the object you want to draw. Right now I'm not sure I understand your question properly.

189
Devlogs & Projects / Moon Unit (working title) - Metroidvania
« on: January 23, 2020, 03:39:43 pm »
This is very early days!

There's a hand-built character controller which handles animation, interacts with platforms and has a few special moves.

Also, there's a basic enemy AI that currently switches between "patrol" and "chase" states based on distance from the character, but the system will allow for far more complex behaviour.

https://www.youtube.com/watch?v=-0CXHmN41dA

For the graphics, I've been working with some artists on Fiverr. Sometimes I'll create work and have it amended by other artists, sometimes the other way around. I can provide artist details if anyone is interested.

There is a huge amount of work ahead on the project, but this feels like something of a milestone.

Social media links:
http://www.chonkypixel.com
https://www.facebook.com/pg/chonkypixel/posts/
https://twitter.com/Tequila_Ben
https://www.instagram.com/chonkypixel/

190
Pixel Art / Re: [Nudity] Need Help With Improving This Female Run Cycle
« on: January 22, 2020, 01:08:26 am »
Wow, that's a lot easier to read and much more realistic, to my eyes at least. Well done!

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