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Messages - Vinik
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11
Pixel Art / Re: Here goes some library tiles
« on: January 17, 2020, 02:48:28 pm »
@Chonky and @eishiya: thank you for pointing towards how wrong the shadows are, and sorry to the late reply, I was out of town these days! I was never trying to be too accurate with the shadow direction, but you are right. The idea was that I had a hard light casting shadows coming from the north and a softer/reflected front light illuminating the faces of objects, with equal falloff on either slanted faces of diagonal walls. However I'll need to check reference, I was under the impression that a north light would make the slanted walls cast shadows in this situation. Thanks again for pointing that!

Edit: uh, looking again, if I were to consider a single light source for this, it would be coming from the south and more from above, to give those highlights, so the shadows would actually be behind the objects and not visible at all  :blind:

@Chonky Pixel, yes that kind of subtle texture around the shades areas and randomly splashed as texture on the main surface is indeed what I plan after eishiya suggestion. However, I find it rather difficult to choose where to texture and where to leave it blank to achieve an organic look. To me it seems to be like a particular kind of skill that lack, and I mentioned in a previous thread that it feels like "Zen gardening" to me, and I am awfully bad with it :/

Sorry for not posting updates right now, I have something soon, and thank you very much for all the attention and critique :)

Edit: tried my best to use all input mentioned here. I tested generating shadows with a north facing light and the slanted ones did cast shadows, but I think my shadows were too long. I also switched the grey for another one in the palette which is a bit more greenish to simulate getting some diffuse light from the walls. I hope the books shelves look more caved in and the books more 3d. I tried some natural/random detail placement, too much?



12
Pixel Art / Re: Here goes some library tiles
« on: January 10, 2020, 04:14:00 pm »
Oh, thanks eishiya! I am not a fan of dithering, but suggestions 1 and 3 sound like a plan.

By the "not doing hue shifting" I take that if there is only value contrast (instead of value AND hue contrast) any texturing should stand out a little less, that makes sense. As for the selective detail depending on shadows, that's a great idea. For other sets I was simply going up or down a step in the values depending on shadows, as here for example:


But having less information in larger unshaded areas sounds like a solution. In examples above, you can see the repetition make the textures tiresome. The second take works better I think, because the pattern is larger and not aligned with the props, but I cant make a game with a single floor pattern and that's the only one I am satisfied with so far lol

13
Pixel Art / Here goes some library tiles
« on: January 10, 2020, 02:32:34 am »
When I work with a palette with considerable contrast between value levels (such as gameboy or gbc-like palettes), I often find it hard to texture floors without having the texture look too pronounced. If anyone has some experience with this, how do you handle it?
Comments and Critique appreciated :)

In this case I am using a palette with 4 gb-like values (but various hues) ending in a dark purple + black for extra contrast on outlines and detail on collision objects and walls, but any texture on floors feel to much, even with just the second value next to the one of the flat color. Should I leave it flat?

14
Pixel Art / Re: UI design and organization...
« on: January 03, 2020, 03:13:11 pm »
I think you have a content density and focus issue, and that is confusing you regarding UI. How large is a screen, what is the resolution? Are the rooms going to typically fill the whole screen, be larger than a screen (requiring scrolling), or be much smaller than a screen as shown in the sample? If rooms are going to be this floaty/small in a large screen, are they going to be anchored in the center? On the character? Will the character move? Can he drag the camera? I am betting is a fixed room setup, but the answers to these questions should guide you to knowing how much screen space you have to spare for UI, and how much overlaying it over the game content (and for how long) would be acceptable. Btw, I am digging a lot the whole aesthetic, and everything looks much improved from your earlier stuff, keep up with the nice work :y:

15
Pixel Art / Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
« on: December 09, 2019, 04:08:02 pm »
Currently working on a new floor tile. There's 4 variations and no edge cases done yet and the wall portion is not finished. Wondering what people think. The outlining is done with a shader I wrote

Its been a while since I checked on this, and it is looking cool! The 2:1 ratio tiles are exactly what I imagined that would work well for your view to accommodate all the different height levels. The textures are lot less noisy, and the colors working together. I agree with Curly that you could reduce contrast just a bit between the two main colors of the flat floor surfaces. Mixing the darker color used in the floor details with the lighter background by 30% or even less might do the trick. Maybe you might want to tint the front facing and the shadowed areas to give it some ambiance? The outlining is pretty readable. Keep up with the improvements :y:

16
Pixel Art / Re: Self introduction / Palette woes
« on: November 01, 2019, 04:22:47 pm »
Hello, welcome aboard :)

I believe the reason you felt easier to reach a result you liked with the 8 colors palette, is because it is in fact composed of a single color ramp (almost like a monochrome, but color shifted along the gradient).

So instead of the confusion of coloring stuff to match the hues of real life materials, while also adding ambience and artistic intent into the color choice (which seems to be overwhelming you), you are just defining the appearence of the scene based on the brightness level (value) of each element, which is a more fundamental way to communicate shape, ensure readability and balance things out.

I think it is a good start to exercise values, so the 8 colors palette is nice choice for that. For instance, notice you have much darker walls on this palette than in the other multi colored palettes. Why is that ? ;) Did you picked that darker shade just because it was closer to the brow is imagined the wall to have? Or did you felt the wall should be that dark?

It might also be a consequence of drawing with one palette and then changing to another. When you start working with a certain set of colors, you are likely to color-block the scene with hues that make sense (green for grass, red for bricks) but are also value-blocking it for readability, that red is not only a hue, it is also a brightness level for that element. Since the values of another palette might completely different across the colors, simply recoloring the finished scene based of near hues might lead to undesirable contrast.

You should consider what each element is for while picking shades that go with it. For example, floors will usually have characters waking over them, and the level of contrast between the characters (or their outline if there is one) and the floor is what should guide you on how darker or brighter it should be to enhance readability.

As for the general color choice, you seem fully aware that no one can tell which coloring you should go for, since you are not asking a definite question regarding that. Regardless of the ambience you try to achieve, what you should watch is (again) to ensure enough contrast between meaningful elements, (walkable floors vs collision enabled walls), while avoiding too much dark details repeated over on large surfaces causing visual noise that makes it harder to read anything over that


17
2D & 3D / Re: Steel Empire / Cyber empires (1991) voxels
« on: August 16, 2019, 07:03:06 pm »
In magickavoxel you could enhance the materials to achieve metallic surfaces. I bet they would also look cool rendered with marching cubes. Maybe they could work in sprite-stack technique, but it would best to increase contrast for readability.

18
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 10, 2019, 11:43:02 pm »
Tuesday Evening Dralthi update - I did lower the # of colors on the bright end of the pipe ramp, and went with an even subtler brown shade to the shadows, added a ton of detail. Definitely getting closer to something that looks good!


Enjoy!

Definitely digging the brown shading/ambiance on those chrome parts. On the gameplay side of things, I understand you are being purist and remaking the cockpit with the original shape, but I wonder if a modern entry in the franchise wouldn't reduce the amount of screen area taken by cockpit to increase the view of the actual gameplay content in the center. But this is not critique, just rambling.

19
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 02, 2019, 04:31:51 am »
Loving everything  ;D. Regarding the Dralthi metallic tubes on the left side, perhaps make the ramp have a few less steps? Feels a little too gradienty and rendered compared to the first cockpit, although the pixelated shape of the white cluster on the blinn-like highlight is quite cute. The ones on the right side feel more handmade. As a whole the Dralthi one seem to have a higher color count compared to the first one. Anyway the model is great :y:

As for the galaxies (particle generated?), the original ones look more like handmade pixel art on a quick glance from the gifs, while the new ones feel more like index-painting, but I also prefer the more sober coloring. Nitpicking as I am, I would ditch the lower bottom one, it gives a lowres/blurred vibe. The green, pink and neutral ones are neat.

20
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 17, 2019, 01:23:19 am »
Amazing tutorial, thank you Howard :y:
So, the basics are: Build a mesh, duplicate that mesh, push it out a bit, turn it inside out, and make it slightly darker than the original.
I have been using this as a way to have cheap outlines on meshes, interesting that it can be also be used in renderings with this level of quality.

I am not a fan of dithering in general, except when it implies texture, but here it does help selling the pixel-art-ish style of the renders.

Are all materials such as the green painted metal and the rest of the cockpit being rendered with gradient ramps as well? I was under the impression that the color ramps were caused by a LUT posterization on the whole screen, rather than a mapped gradients per material. I wonder if the rote would be too different to achieve something similar to your results in blender.

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