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Messages - Tourist
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81
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: June 15, 2012, 10:23:01 pm »
Get Medieval did it like this:



Steep angle on the sprites.  They also used large doors that folded into the floor rather than anything that covered the top.  You can still find the demo on the web, less than 20mb, but it doesn't run on Vista or newer.

Tourist

82
Pixel Art Feature Chest / Re: Grimoire - Conceptual Art C&C
« on: June 13, 2012, 08:00:01 pm »


Here is a bowl of psychic goldfish.  They communicate by telepathy and zip around on a little cart.

I don't expect they will work for your game.  I hope by understanding why they won't work that you can better define what your aquatic species needs.

How human-like?
What purpose does being aquatic serve?
How much world-building and culture building will go into defining this species? (none is an ok answer too)
Which real world aquatic species will you draw from, if any?  A small sample: squid, crab, eel, shark, jellyfish, turtle, whale, swordfish, shrimp, anemone, these all look very different and can offer much inspiration.

Hope this helps,
Tourist

83
Job offers / Re: Saturday Morning RPG - Pixel Artist Needed!
« on: June 11, 2012, 04:56:08 am »
A list is fine, but you can keep it brief.  A job for 5 sprites is much different in scope from a job for 30, or 100.  Knowing roughly how many animations per character is good as well. 

It would be useful to know if you have any schedule requirements or payment method restrictions (such a only paying by Paypal, or only wire transfer, or whatnot).  When it comes to amount, hmm. 

Assuming you can pay industry rates, say you've got planned art budget of about X, while keeping a little held back to negotiate for better quality, or pay for extra rework, or even an unexpected completion bonus.  Potential artists will take a look at the scope of work, the budget and schedule requirements, and be able to assess if they want to apply.  Wage per hour doesn't really enter into it on your end because you have a fixed scope of work. 

My two cents,
Tourist


84
Job offers / Re: Saturday Morning RPG - Pixel Artist Needed!
« on: June 10, 2012, 03:25:31 am »
The scope of work is a bit vague.  It would be useful to know roughly how many characters are required.  Do you also need the characters designed, or simply drawn from existing descriptions?

Good luck on your project,
Tourist

85
Pixel Art / Re: kitana & mileena
« on: June 10, 2012, 02:52:34 am »
Did a partial edit.  Man, I am out of practice.  Head, neck (too much neck maybe), one shoulder, upper torso.  Gave her some pants, I mean come on.  Cheesecake or not, that's just an awful costume.  I included some intermediate copies of the face.  Helm's edit did a better job on the arms and legs than I would have anyway.



I think you need to work on anatomy study and expressing form (3d-ness).   Also, too many colors in the original, I think.  You could get away with (skin, blue, extra saturated stuff like lips, extra desaturated stuff for silver and background), 5 colors each for about 20 colors total.  But other people here are better at colors than I am.

Steps on the face I used:
  • Given the size of the head, determine the size of the eye (eye width is approximately head height divided by 6 or 7). 
  • Sketch out a couple of eye shapes, and pick one.
  • Put the eyes in the head.
  • Sketch the other reference points: base of the nose, mouth, chin, hairline.  Add a preliminary cheek and jaw line.  Move the eyebrows around as needed.
  • Fill in lights and shadows.  This is to add in the shape of the underlying skull.  So the eyes get sockets, the nose gets lighter, as do the cheeks, chin and forehead.  I didn't shade in the eyeballs or lips yet, just the shapes of the head.  I think I added a bit of AA to the jawline.  Oh, I added a lot to the top of the skull too - she had a very flat head. No reference used.
  • Then go back and color in the actual eyeball, and lips.  This got me to the third face on the right.  I confess I think I like this one the best, but at the time I wanted to tweak it some.
  • The last head on the right is the same face but made thinner by one pixel.  Then I tried a rounder jaw, which is what is in the full sized version.

Clarity is very important.  The eye shapes I used are not much different from the eye shapes you used, but I kept the shading simple.   But mostly it is the lack of form, and wonky anatomy that is hindering you. 

Hope this helps,
Tourist

86
Pixel Art Feature Chest / Re: Color/anatomy study
« on: June 01, 2012, 05:09:23 pm »
I think the arm is too large.  The elbow is way down by the hips, and the large shoulder means you have no room for both shoulder blade and rib cage.

The ear seems a little high on the skull.  I think the spine doesn't quite line up with the neck vertebrae, but this may be because the ear is throwing the whole area off, or the shadows on the neck are off, or something.  Helm's edit clearly defines the angle of the head, but it doesn't fix the head-neck-spine angles, in my opinion.

I'm not sure I agree with the lighting on the legs.  There is light all the way down the arm, and in the small of the back, but nothing down the leg.  This appears to be lit with a point light source aimed at the shoulder, like a camera phone flash?  I'm not sure this is the lighting setup you want to emulate. 

Hope this helps,
Tourist

87
General Discussion / Re: Pixel Shaders
« on: May 22, 2012, 03:03:21 am »
It looks like you're reinventing Zbrush.  Zbrush is mostly 3d and surface modeling these days, but it started with 2d brushes that painted pixels with surface normals.  Or maybe just a z-buffer that was used for real-time lighting, the effect is the same. 

The user could choose from several brushes, some that would paint flat, some that would build up the image, others that would flatten it down.  These could be combined with various colors or textures so that you could paint a color and height at the same time.  Lighting was separate, and a user could alter the lighting direction at any time.

Here is a link that sort of covers this feature: http://www.pixologic.com/zbrush/features/2_5D/


If you're using software for processing the normals, maybe take a look at these articles.  They were written before pixel shaders were around, so the code might not be useful, but the math and logic are still good. 

http://www.gamedev.net/reference/articles/article1191.asp
http://www.gamedev.net/page/resources/_/technical/math-and-physics/higher-accuracy-quantized-normals-r1252

Representing the data as unit normals (where x^2 + y^2 = z^2) might be better than using independent variables.  With independent variables,  x = y = z = 64 has the same normal as x = y = z = 128.  Or just store it as theta and rho (or even cos(theta) and rho), which would front load the calculations but be faster if you were planning to do this real time in a game engine.

Hope this helps,
Tourist

88
Pixel Art / Re: Practicing Tiled Landscapes and Such! [WIPs]
« on: May 21, 2012, 02:33:23 am »
Rotate your hex 90 degrees, so that there is a point facing north-south rather than east-west.  There are two reasons for this:

1) If you drew a little dude on this tile as it is, he would cover up most of the tile just to the north of him.  If the tile just north also had something important, or something the user would want to click, selection and visibility would be a difficult.

2) As it is, a little dude would need a minimum of 4 walk directions (north, south, northeast, southeast) even if you mirrored the sprite east/west.  With the tile turned 90 degrees, you only need 3 (mirrored).

But mostly it's the visibility problem.

Tourist

89
Here is a tutorial for drawing drapery and draped cloth from ConceptArt.org.  It is not specific to pixel art.  Also, large images.

http://conceptart.org/forums/showthread.php?t=14739

In general, you can also look at real world examples.  Get a sheet or a blanket and drape it over your shoulders, or even a piece of furniture in order to study.

Hope this helps,
Tourist

90
For each item in your big list of stuff, track not only status/completion, but where it is at in the process.  Things making it through the process get broken down into requirements small enough to be verifiable or testable.  So in addition to the big list of milestones and tasks like Pixelpiledriver posted, track a separate 'process' field for each item, something like this:



New wacky ideas are added with status scratchpad and get a few days for the newness to wear off .

The order in items get scheduled depends on the major milestone requirements and any prerequisites.  Some items may sit at 'feature firm' and 'design firm' for a while, depending on how much work you can do each week.

Keep the rejected and deferred items in the list, usually filtered from view.  If you get stuck at some point, you can go back and see if you had considered a different approach.

If you keep a steady flow of work from week to week then you can balance creative parts (design) with focused grunt work (implementation, testing) with a little slack time (planning). 

Tourist

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