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Messages - kullenberg
Pages: 1 ... 4 5 [6] 7 8 ... 10

51
Pixel Art / Re: Ninja
« on: April 02, 2016, 01:17:39 am »
He is holding the sword backwards, with the edge facing the wrong direction :)

52
Pixel Art / Re: Realistic human skull reference
« on: March 22, 2016, 01:53:41 pm »
Well... You totally nailed the early 90's "better put a animated gif on the frontpage" homepage aesthetic. I'll give you that. Maybe you should consider doing graphics for the vapor wave scene? They would love you ;]

For actual reference I think this is way more useful:
http://www.anatomy360.info/skull-sketcher/

These are actual scans of skulls that you can lit and rotate in real time.

53
Commercial Critique / Re: The CC suggestion thread.
« on: January 14, 2016, 02:03:24 pm »
This section doesn't seem to be very active, but I'd love to see a topic on Ecco the dolphin.

54
Job offers / Re: [PAID] Hiring Experienced Pixel Artist
« on: January 14, 2016, 01:46:54 pm »
Who is the artist to these sprites?

55
Pixel Art / Re: Silhouette Practice
« on: January 09, 2016, 01:04:02 am »
Just an observation, make what you will of it: pretty much all your characters have a weak posture. They are hunched over like an old lady with a bad back and their heads are thrust forward. I get the impression that they are a bunch of introverted emo kids with low self-esteem, kinda. They also tend to be a bit floatey and tip-toey (are those real words? heh) and don't portray a good sense of weight. I don't know what you want to portray exactly but if you want some of your characters to convey a sense of power my points would be worth considering.

56
Pixel Art / Re: WIP - Forest Background Help, General Critique?
« on: January 09, 2016, 12:52:05 am »
First off, what is the light situation? The shading of the tree trunks and fence suggests that it's direct light rather than an overcast sky but it's hard to tell. I kinda get the impression that you didn't have a clear idea to start off with.
Second, what season is it? What is the climate? Unless it is supposed to be some kind of abnormal weather conditions, the grass and leaves shouldn't be quite so lush and green. In fact there probably shouldn't be any leaves at all. If you want to keep them they should atleast be more desaturated and yellowish.
 

57
Pixel Art / Re: 8 frame walk cycles in 2.5D fps - could it work?
« on: January 07, 2016, 10:45:49 pm »
Do you have any examples for sprites with a 6 frame walk?
The 4 frame walks in Doom etc. typically have the passing and down position. Which position would you add for six frames, the up or contact one?
Look around on the forum, 6 frame walk cycles are more common than the 4 frame ones DOOM had, so there's tons of examples around.

Here's a very old one lying around on my server:


That does indeed look good. Seems like it might be the sweet spot I'm looking for. And yes, will do!

58
Pixel Art / Re: 8 frame walk cycles in 2.5D fps - could it work?
« on: January 07, 2016, 10:25:20 pm »
I wouldn't recommend Sprite Lamp for pixel art. If you're going to hand pixel things, hand pixel the normal map, that's my idea. Sprite Lamp is not a new idea, it just makes it easier, but also sloppier (as it's auto-generated and not hand pixeled).

Also, about purism: normal mapping can be done (and has been done) on very old machines through palette cycling, there's nothing "faux" about it. We just now have the power to do it in a much more dynamic fashion.

As for the original question, I think I agree that it's probably not going to look good to increase just the framerate for 2.5D. The question is: where does the uncanny value start? From experience, I'm thinking for sprites that big, you CAN go up to 8, but that's pushing it just a little, 6 for a walk would probably be what I go for.

Do you have any examples for sprites with a 6 frame walk?
The 4 frame walks in Doom etc. typically have the passing and down position. Which position would you add for six frames, the up or contact one?

59
Pixel Art / Re: 8 frame walk cycles in 2.5D fps - could it work?
« on: January 07, 2016, 10:08:24 pm »
Ah, I see what you mean now. Hmmm.

You might be right in that a large number of frames might break the illusion. But I still think if you keep animation to 8...or even 6 frames you should be fine. Especially if you use some sort of dynamic lighting (Sprite Lamp). Which would add another layer of fidelity to maintaining a 3D look.

I'm one of those old, whiny purists so not generally fan of the faux pixel art look in modern games :) Have to say that looks impressive though. Something like that in Doom would change the aesthetics completely so I feel it is somewhat off topic to the purposes of this thread. But thanks for sharing.
I'm in the process of creating a enemy sprite for Eduke (modern version of the Duke Nukem/build engine) and it's my understanding that you can add more frames. I'll see how it works.

60
Pixel Art / Re: 8 frame walk cycles in 2.5D fps - could it work?
« on: January 07, 2016, 09:30:17 pm »
Lol, no rule. But trying to pixel out 12 different directions/angles to include all the animations for each would be a momentous task. I think they could keep to 8 easily an achieve a visibly pleasing effect.

On the issue of 'flatness'. The amount of frames has nothing to do with flatness. Rather what makes a sprite appear 3D is the amount of perceived depth we build into it. Shadows/AA/contrast...etc.

Here is a Unity web build of my project. In which I quickly attached an FPS component to my game so you can walk around and view the sprites. Keep in mind that the Camera is not optimized for pixel use, and the sprites are rendered to appear at a 22.5 degree angle.

MUST USE FIREFOX TO OPEN - Might take a bit to load.
https://dl.dropboxusercontent.com/u/863901/UnityFPS/index.html

Ha, that's pretty cool - and somewhat creepy! It reminds me a lot of a swedish horror novel actually. I guess the little guys can't walk yet?

I must respectfully disagree that the number of frames have nothing to do with flatness - what I'm trying to get at (and no I'm not completely ruling out 8 frame walk cycles just yet!) is that perhaps the limited number of frames feels more congruent with the restricted viewing angles and abrupt movements of the sprites. Say you put a Disney feature film quality animation into a Doom sprite - there comes a point where a too smooth animation coupled with choppy directional changes might cause the effect that looks like you're looking at a video clip moving through space rather than a creature that belongs in Doom. Does that make sense?
I think Hi-res textures look absolutely GARBAGE in Doom for instance. The high level of detail coupled with the rudimentary geometry breaks the illusion and makes it look like everything is built with papercraft.

I guess the point of this thread is that I'm trying to think of ways to improve the 2.5D fps genre by bringing in better quality pixel art and staying on the same technology level so to speak.


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