Pixelation

Critique => Pixel Art => Topic started by: 0nepixel on February 25, 2016, 11:48:10 pm

Title: A tree
Post by: 0nepixel on February 25, 2016, 11:48:10 pm
(http://i.imgur.com/uJ2yJMI.png)

animated version
(http://i.giphy.com/l4KhQi8Ia7qwv7pAI.gif)
Title: Re: A tree
Post by: PixelPiledriver on February 26, 2016, 12:17:41 am
I like the deforming effect, it's very pleasant.
Makes the tree feel flexible and complicated.
You used some sort of mesh or rigging for this?

Where the trunk meets the grass is a bit weak.
It looks like you put the tree on a layer above the grass by accident.
Maybe add wind to the grass as well.
Title: Re: A tree
Post by: 0nepixel on February 26, 2016, 12:23:02 am
thanks for the advice, i will add wind to the grass too  :), i use photoshop for the animation
Title: Re: A tree
Post by: Pusty on February 26, 2016, 12:23:16 am
wow! these trees looks beautiful! I love the animation! If this would be in a game I would literally spend minutes looking at that.
The grass on the right tree looks kinda off tho'. As if the pixels aren't the same size
Title: Re: A tree
Post by: 0nepixel on February 26, 2016, 12:27:19 am
wow! these trees looks beautiful! I love the animation! If this would be in a game I would literally spend minutes looking at that.
The grass on the right tree looks kinda off tho'. As if the pixels aren't the same size
thanks!, yes i have to improve the grass a lot
Title: Re: A tree
Post by: trough on February 26, 2016, 12:43:43 am
It looks like the pixels aren't the same size on the tree trunk, too.  It doesn't look the same in the animated trees as on the still image.  Are you sure it's upscaled by an integer (e.g. 2x, 3x)?  Are you applying the deforming animation before or after the upscale?  I'd probably want to apply it to the 1x image before the upscale to avoid multiple resolutions or uneven pixel sizes.
Title: Re: A tree
Post by: 0nepixel on February 26, 2016, 12:53:46 am
the gif is a screen capture from my game, because that the resolution of the pixels it's not the same
Title: Re: A tree
Post by: Gil on February 26, 2016, 09:45:34 am
trough, an animation like that wouldn't work without uneven pixels, so he has to create a resolution mix. I agree that creates some less than perfect artifacts, but the end result is probably still better than trying to do the subtle animation in pixel art, probably with subpixels. Also, the way he does it right now, he can do the animation in-engine with deformation rigging, which he couldn't with the other method.

Onepixel: when working like this, you need to work hard on avoiding the worst artifacts. For example, the grass on the right tree was mentioned, because it creates a very sloppy effect when resolutions mix like that. Since the grass isn't animated, that should be easy to avoid.
Title: Re: A tree
Post by: Decroded on February 26, 2016, 10:29:48 am
awesome!
I wanted to try this but was way too lazy.

In regards to upacale artifacts I have to question why it seems like the gameplay layer is upscaled?
does camera zoom in and out?
because otherwise it seems more logical to draw main focus layer at 100% and the other depths down or upscaled accordingly.
u could even mix styles by having a soft depth of field effect perhaps.