Pixelation
Critique => Pixel Art => Topic started by: DRfeng on January 09, 2006, 01:12:55 pm
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(http://www.vectory.mybin.biz/buggz2.gif)
any suggestions on how to put a goodlooking "nondither"shadow on the zylinders?
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Non dither? Ad a lot more different shades of those greens in betwen each one.. that will do the trick. and make it smooth (as long as the colors you use arn't to far apart or you will get obvious lines between to shades, like you currently have)
But seriously. That will make your sprite have way more colors... which isnt good, unless you just want it for looks.
Here is a quick job of what im talking about. But it will take a little fooling around with shades.
(http://img.photobucket.com/albums/v122/tommyknoker/democar.png)
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thx looks nice but i agree about the total amount of colours... seems like i have to dither the whole thing...
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why not make some details around the barrels? like some sort of rings? that would breakdown the effect of separated colors.
also you could have a large area of shade, and then a less space for separate colors.
Kaz
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why not make some details around the barrels? like some sort of rings? that would breakdown the effect of separated colors.
also you could have a large area of shade, and then a less space for separate colors.
Kaz
I agree it seems to be the only way to nice this one up without using dither. - worthy suggestin, many thx.
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Also, never underestimate the power of reflected light / 2nd lightsources.
I'd probably grab some of the flesh tones and reflect them onto the green barrels. You could also add dings, dents, etc.
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(http://www.locustleaves.com/buggz2edit.gif)
some of the above suggestions in action.
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now this tube looks very interesting in the best sense. --> many thx for the suggestions and the outstanding example ofcs.
*bows*
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Nice edit helm, now one thing that really caught my eye about this piece was the fact that the wheel axels were off by a tremendous amount. Unless this is like a dune buggy something is really wrong here. Even with the perspective and viewpoint its just too much. I can draw a picture if you cant understand my jabber.
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what do you got agains dithering?
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what do you got agains dithering?
i used no dither in the entire piece, so i think this wont work on the tubes only...
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well the inside of the wheels could also use some dithering. and you could use dithering to make patterns on the tires.
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pers. i think dithering metal makes it look old and rusty, witch is fine if that's what u're going for, but i don't think it would go well w. this one (though i agree it might look kewl on th tire). Might wanna try going [4] - [3] - [4] - [3] - [2] - [3] - [2] - [1] - [2], 4 being the darkest color and 1 the brightest.... if that makes ANY sense to you :) really like the sprite though
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another good point :-)
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what do you got agains dithering?
You should try working without too Bo. Your recent work (especially the fighter) all suffers from over dithering...
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Dropped a color, I think.
Changed the grays to a greenish tint so they could be used to help shade those barrels or thrusters.
(http://www.monsoon2d.com/images/thedump/greencarani.gif) (http://www.monsoon2d.com/images/thedump/greencar.gif)
Touched up some other areas to show how the colors could be used to help AA.
There are several reasons to avoid dithering. Really, it only works well on larger sprites, backgrounds, etc. I wouldn't use it on a sprite any smaller than this one. Also, animation is deemed just about impossible. Animated dithered sprites tend to look horrid.
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*paypalys 10 $ to moonson*
very welldone, i like the idea behind the palettechange.
the sprite itself looks nearly finished like this. I will
keep this new version to go on with.
Thanks alot :-)