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Messages - Yar
Pages: [1] 2

1
Pixel Art / Re: Isometric 64 x 64 tileset
« on: January 02, 2010, 10:39:55 pm »
I tweaked the ambient lighting colour to try to better tie the pieces together and also warmed up the highlights a bit.

Thanks for the edit, Surt!


I liked the warmer highlights so I tried to tune those up. I also liked the greener central tree, so I moved those colors around too. I also trimmed the roots on that tree and added some small highlights to the rocks (something like MLC suggested.) I brought cyan in the grass up a bit more in saturation.

Oh, I also added another dirt tile (an alternate) to the set.

I think that's it for me - I've run out of time to work on this. I'll put the full set up on http://opengameart.org/ and remove it from the first post.

Thanks for all the help and edit, people. I really appreciate it :)

2
Pixel Art / Re: Isometric 64 x 64 tileset
« on: January 01, 2010, 01:32:00 am »
Thanks for the advice, kind words, and especially the edit MLC.

The rocks are very dull.... I'd add some highlights.

You'll want to make multiple instances of things, look at the top of the hill (unforested), It's very easy to see the pattern, and that's very bad.

The grass is very splochy, you might want to make it a little cartoon-y-er.

A good way to improve readability is to add in shadows. Good luck, chap.

Point taken on the rocks being dull. The palette (and the way it's applied) does suffer from some low contrast especially on the rock tiles. The palette on those probably needs a bit more range in value to fit in with the rest of the tiles. I like the highlights you did in the edit, but I'm not sure they work with the particular feel I was going for. The color and the positioning of the highlights on the edges between planes reads as glossy, wet, or almost glass like. However, although I don't have much time left for this project I may add another face/facet to the rocks that use a brighter color than the brightest on that ramp because I (think I) see what the point behind your advice.

On the alternate dirt tile: always good advice.

On the shadows: That's always good advice and if this was a static image (like the demo image instead of a group of tiles) I would definitely add them. I had considered doing a shadow set (of 50% alpha dark blue or black) for each tile. Unfortunately, because larger tiles (like the trees) and the nature of isometrics itself, the problem gets huge really quick. In the worst case, I'd be making n squared shadow tiles (where n is the number of tiles in the original set) because I'd have to project the shadow of each tile and curve or adjust that shadow onto every possible tile the shadow would fall onto. Practically, tho, it could be cut down by using more primitive shapes so somewhere between n and n squared - still too much to do.

If there's an easier way I'd be glad to know it.

I have very mixed feelings about the palette of the grass. On one end, it's smooth and soft, and looks nice... on the other hand the red is almost glowing it feels like. It almost makes me think the grass has a radioactive quality to it. Perhaps change the red to a soft blue-green tint instead? The variety and things you've covered with these tiles is pretty impressive, and it all comes together in a nice way :)

I agree though, some contrast might do this piece some good(and I don't mean just ramping up the contrast, add some darks between the cracks of the rocks, and some highlights). Everything right now seems midtone... though adding such contrast might ruin the feel.

The flora, however, don't mix. Your palette jumps far too quickly to a few putrid shadow entries, and they have noticeable outlines. The trademark of the rock and ground tiles is the low contrast, soft  faded hues, and absense of outlines. I like the grass splotchy!

So, my aim was to have background tiles err on being too low contrast to keep them in the background. For the plants, I was going for a bit more projected out into the viewer (because of their 'individual height' - if that phrase makes any sense) by giving them a small colored outline. I did need them to be somehow stylistically separate from the 'terrain' tiles. I had heard that outlining an object can be a good way of moving an image into the foreground.

All that being said, I agree I lost consistency in some areas (especially in the smaller broad leaf bushes v. the junipers). In the case of the rocks I think it went overboard and you guys are right that they need more contrast. Looking at the red again it does look a bit too much.
So:


I darkened the lower range of the rocks and lightened the upper range. I desaturated the red/dirt ramp (probably most noticable - at least to me - in the river banks) and darkened the deepest shades on the juniper bushes (the ones with the blue dots). The pine trees are recolored into a full green to get rid of that washed out brown.

Any better? Any more unified?

I should also note that the scale on these is roughly what's used in these sprites here:
http://www.wayofthepixel.net/pixelation/index.php?topic=4934.msg59827#msg59827
if not a bit larger(?).

3
Pixel Art / Isometric 64 x 64 tileset
« on: December 31, 2009, 03:29:44 am »
Heya :)

Had some time and wanted to go back and have some fun doing some tilesets. I also wanted to donate some art to http://opengameart.org/. Spent a bit over a week (more time than I had set aside) using Graphics Gale on a Tablet PC.
Tiles are here: http://opengameart.org/content/isometric-64x64-outside-tileset

A scene with the tiles:

Pretty weak composition. It was the last bit and I'd run out of steam. I did want to show at least a majority of what I thought the tileset could do.

Same scene without vegetation (which is fairly dense in the first version):


One of the problems I had are the taller grass tiles. I was trying to get a nice balance between readability / iconography and somewhat realistic style for these tiles and, due to the long 'strandy' nature of chest-high tall grasses, the tiles you see above were the best I could do. I did try some...I'm not sure how to explain this...'grouped'(?) clumps that only had jagged outlines on the top of the grass and pushed a lot of single blades into a single shape. It...did not work.

Any help would be appreciated

4
Pixel Art / Re: Movements.
« on: March 08, 2008, 12:04:35 am »
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bler bler bler....

Wow. Was that really necessary?

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these are so ridiculously generic i doubt anyone really cares about the origins.  it's like trying to put a copyright on sand.  The mods might disagree but IMO it's trivial.

Maybe so. I'll try and explain where I'm coming from better.
It's true these kind of sprites aren't exactly cubism and I know that seeing these so often can get old. I'm with you on that - believe me. But, it is how many of these kids get started with pixeling, so we (at that guild) try and take those sprites and share some of the basic techniques (like AAing, contrasting colors and shades, basic shading, etc.) The progress can be glacial, but I'd rather try and improve the situation than just let it get worse. What we don't want to encourage is people simply taking someone else's work (even an edit) and using it directly as their own. Most of these kids don't know it's wrong right out of the gate, so we try and take a strong stance on it.

Listen, I'm not pointing at this kid and saying to anyone, 'HE'S A WITCH! BURN HIM!'. He's just a kid who's taking credit for an edit. I'm just putting that info out there so I can stem the tide of 'Another BYOND ripper. lol', if/when someone else had pointed out the situation. We're not all like that and I wanted to do right by the pixelation forums.

/shrug. Anyway, crit the sprite or do whatever you'll do.

5
Pixel Art / Re: Movements.
« on: March 07, 2008, 05:11:13 am »
Hey I made this base, I have another account on here but I forgot the name so I remade.

I really don't like 'busting' people for this kind of thing, but...
I'm yet another BYOND guy, and I'm a moderator for our humble little pixel art guild on that game making site. My forum name is TheMonkeyDidIt.
The poster quoted above made a similar post on the BYOND pixel art guild and it was pointed out that, although he may have (or may have not) posted this before as Tadao, he's now using MetalFox's edit for the first frames of his current anim.  This user is currently banned from the Byond pixel art guild for trying to pass this off as his instead of learning from it. While this isn't exactly war crime material, I wanted to let the mods here know about it so they can do whatever they feel is correct. The last thing I want is for BYOND peoples to come over here and act foolish and create bad blood.

6
Pixel Art / Re: style developing (lil sprite)
« on: January 12, 2008, 01:15:13 am »
Heya, nice job! You definitely improved the perspective on the shoulders in the last two edits.
Also, I like the way you made the abs o' steel there readable in such a small space. I think the face is good, too (it'd be neat to see ya try a few expressions on it - it's got more space for that than a lot of the sprites I find myself doing). I like that you added a colarbone in the last update to.

As far as crits, you might be able to define the front-most bicep a bit more by adding some shading between it and the upper shoulder muscles. Also, the frame where his left foot is forward, I'm not sure the right foot is far enough behind him. IOW, I would think that foot would be located a few pixels up and to the left with the knee bent just a bit more. Could be wrong, tho.

Keep goin!

7
Pixel Art / Re: Long Time Witness, First Time Offender
« on: January 11, 2008, 06:18:07 pm »
Thanks for the responses, peoples!  :)

The north and diagonally oriented run cycles could use a bit more weight shift in the upper body (as in, the frames after the forward foot touches the ground, the upper torso+arms+head sag down a bit, and go up afterwards when that leg that came down pushes it up to spring the other leg forward.

Something (roughly) like this?


I kind of dig the motion. Which looks better to you?

... is the bottom right (yellow) one is almost totally unreadable. Might need a color change or drop a few details that are cluttering it up, not sure which.

The one running west or the one running northwest?

Ryona, why did you delete your post? It was encouraging!  :)

8
Pixel Art / Re: Long Time Witness, First Time Offender
« on: January 10, 2008, 01:20:29 am »
Well, trying to get back to these. I tried to fix some of the limb issues and hopefully some of the bad torso swaying from the last iteration. I actually went and grabbed the flashback run anim and deleted all but 6 keyframes and used that as a limb position reference. Hopefully, it helped.



C&C double-plus good.




Please?

9
Pixel Art / Re: Long Time Witness, First Time Offender
« on: October 19, 2007, 10:56:50 pm »
Sorry for bumping an old post, but I'm under the impression it's alright if it's an update done by the original poste. Lemme know if I'm wrong.



These are just fills so I can get the motion right before shading.
I tried to bring the arms down a bit and relax them. It almost looked like a speed walker and a bit too forced.
(Those north and south facing ones were killing me  :yell:)

Robotacon: Thanks much for replying. You certainly know your animation, so thanks for taking the time.

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The legs seem too far apart in the run.
I don't think the sideway wobble works either
I tried to tone down the poop factor a bit.

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Think about what you're going to do with the arms, if the characters are carrying swords but them in there now.
Well, I see where that would be advantageous, but I'd like to get the run down well first, and then add items. There's also the fact that this hopefully will serve as the base for more than one sprite (so there could be quite a few configurations - one of which will be no items at all).

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A last tip. Make sure limbs move in a smooth motion. In a realistic run the limbs move at a constant speed so there is no snapping.
I saw a few instances that might have been what you were seeing. Do you see any more in the update?

On the 6 frame cycle:
Totally right on the heel first, in fact, the feet were entirely problematic for me. However, I think I cleaned up some of the too-far-forward-leg-pass.
About the feet leaving the ground, I think I see what you mean and attempted to apply it. It does feel to me, tho, that the head and body move up when the back leg is furthest extended backwards. IOW, the body is propelled forward by that leg, and, not only forward, but somewhat up. I kept some of that motion in (for the time being).
Hopefully, I managed to incorporate some of your advice.

C&C welcome and apppreciated from any and all  :)

10
Pixel Art / Re: Long Time Witness, First Time Offender
« on: September 07, 2007, 09:53:32 pm »
That bad, huh? :)

Well, here's something else I could use a lot of help with:
 


These are in even more of a WIP stage, as I'd like to get the motion down before I refine. I know some of the limbs are malformed, but I'd like to find out if I'm on the right track with these.
That's something especially funky about the north (3rd from left, top) and south (third from left, bottom). I think I missed a lift on the nw one, also.

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