Pixelation
Critique => Pixel Art => Topic started by: Andy Tran on December 10, 2006, 12:05:42 am
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It was a long time I haven't done pixel art. This is just something I just did to amuse myself hehehe.
(http://www.filespace.org/andyspixels/megamanwannabe.png)
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I like the design, the suit is really cool.
just my two cents:
Give the guy a chin. [:P]
Break the black outline, make it a bit smoother - (Maybe add a dark blue and eliminate the black outline inside of the general sprite outline.)
Soften up the outline around the head.
You did a nice job giving the armour a metallic feel, it's nice.
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i agree what what swelin said about the black lines.
also, id suggest taking more time on details, because at the moment everything is very generalized.. kinda like blobs.. give him details, like fingers
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Thanks, I did an update.
(http://www.filespace.org/andyspixels/megamanwannabeupdate.png)
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Looks a little pillow shaded-ish, especially on the arm and hair. Try to define a light source and stick to it, try to visualize where the light would hit it, where shadows would be cast, etc. Also don't be afraid to bleed your "outline color" into the shading a little for extra depth.
Completely off topic: Stwelin, I'm in love with your avatar.
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Ah, is that reversed anti-aliasing?
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Ah, is that reversed anti-aliasing?
Not necessarily. reversed anti-aliasing is when you use a medium between two colors on the inside to make a smoother appearance, rather than on the outside to give it a smoother outline. And with a piece this small, anti-aliasing outside the subject would be pointless, mainly because it resembles a sprite, and sprites are on many different backgrounds, and therefore cannot be anti-aliased (effectively).
Pillow-shading is when the lightsource is undefined, or rather, right on top of (not in the sprite's perspective, but rather, from the players eye) the sprite. This means that you have just taken the darkest shade and put it on the outline, and worked your way in gradually, putting the highlight in the middle of the object, rather than at a defined angle.
So, I don't really think you have any pillowshading going on here, but there isn't exactly one defined lightsource. The light hitting the shoulders seems to be coming from the top right corner, while the light hitting the chest seems to be coming from the left. Since the armour is metallic it is easy to pass it off as ambient light and not another lightsource altogether, meaning that the light coming from the top right has bounced off some object to the left and is now hitting the player at a different angle...
Ah, but now I am slightly rambling/overanalyzing.
@cave: thanks. :y:
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His face looks a bit to elongated and his eye is a bit odd also, just because of how long it is.
his head looks rather flat, and there doesn't appear to be a specific light source, like Stwelin said.
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Thanks, I read st0ven's tutorial a long time ago on rev anti-aliasing and thought the bleeding was rev anti-aliasing. Now I see.
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What is this reverse antialiasing you speak of? Did someone invent some technique again?
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You are wrong Stwelin, THIS is reverse anti-aliasing.
(http://img301.imageshack.us/img301/2336/revantbk5.png)
Hopefully it doesn't turn into a trend because it looks horrible.
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That's basic anti-aliasing. Reverse is you blend the base color into the outline.
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What are you talking about?
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You mean st0ven's fourth tutorial on his site? ???
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You are wrong Stwelin, THIS is reverse anti-aliasing.
No sir, I beleive it is you who is wrong. (according to st0ven, that is.)
http://www.spriteart.com/tutorials/01_revAA.html
Also - Your 'reverse anti-aliasing' example there accomplishes nothing. while it might be a reverse technically, it has no point. AA (reversed or not) is meant to give a smoother look, and your example obviously doesn't look smooth.
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It was... a joke.
Also, sorry to st0ven, but his reverse-outlining is just another name for selout. And it's horrible, imo.
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Yeah, that's selective outlining with internal anti-aliasing in that tutorial. It's very discrete selout, though, so you might actually want to call it... varying outline strength or something. Because it IS fully outlined, not selectively outlined.
Also, Evil-Ville, that's not reverse anti-aliasing. The definition of AA is to remove jaggies (aliasing). That doesn't remove jaggies, so it's not anti-aliasing.
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I thought Evil's reply was hilarious, though it seems a lot of people didn't see it as a joke.
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Also, Evil-Ville, that's not reverse anti-aliasing. The definition of AA is to remove jaggies (aliasing). That doesn't remove jaggies, so it's not anti-aliasing.
Right it's not anti-aliasing, it's REVERSE anti-aliasing.
I thought it was funny too.
As for the sprite, I think you should bring back the outer black outlines.
I think that the whole sprite looks squashed... like with his thick legs he wouldn't actually be able to occupy that little space. Overall there's too much confusion, everything is the same color and right on top of each other.
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It was... a joke.
for some reason i cannot comprehend sarcasm before 8am. :-X
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the statement being on the net also doesnt help to much.
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(http://www.filespace.org/andyspixels/megamanwannabeupdate.png)
That eye looks super big..
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I hate to be this off-topic... but reverse anti-aliasing would still be anti-aliasing, wouldn't it? I mean, if you reverse-engineer something, you're still engineering... just, backwards. That there is, like, anti-anti-aliasing... or... extra-aliasing.
Funny thing is, from a certain distance at a certain resolution, it actually has the exact opposite effect of anti-aliasing. It doesn't look like gradient colors around a shape. It looks like the shape itself is really jaggy. It looks like a non-AA'd circle at, like, 1.5x zoom. Fascinating.
Alright, I'm done now.
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a round of applause for circular reasoning!
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I hate to be this off-topic... but reverse anti-aliasing would still be anti-aliasing, wouldn't it?
No. This line of thinking amazes me. ANTI-ANTI-Aliasing would in fact be, just aliasing. Creating alias issues on the image. What's what this does, it enforces the jaggiedness.
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That's true. Or, well, I'd expect anti-anti-aliasing to be some wacky formula to effectively remove anti-aliasing that's already there. But yeah. Creating alias. But reverse anti-aliasing sounds, to me, like anti-aliasing done backwards. Chronologically, I mean. Like, instead of graudally adding colors from darker to lighter, you add from lighter to darker.
Negated anti-aliasing? Inverted anti-aliasing? Super-aliasing?
... er, are we done now?
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Back on topic...
this looks pretty good, but I do have a few crits that will hopefully be helpful.
I think it's a little over AA'd, and as such things are a tad blurry. That's also what's causing the eye to look so big.
There are a few unnecessary colours (near repetitions in the skin/hair tones).
I'm finding it pretty difficult to make out what's going on in certain areas, especially around the arms/hands.
Lastly, the stance looks pretty uncomfortable. I think the legs are too close together or something.
I did an edit (as I'm wont to do) which I think picks up on all this stuff:
(http://h1.ripway.com/tremulant/Edits/Megandy.PNG)
Cleaned up the palette a bit, reduced (hopefully) the AA, added a darker shade to help outline in certain places, and widened the stance.
This is coming along pretty nicely. Just work it a bit more and I think it'll look great.
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Thank you Tremulant. The edit looks great! I'll use this edit to help me out.