Pixelation
Critique => Pixel Art => Topic started by: Lilyo on October 07, 2012, 02:44:28 am
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So I've been working on a few texture (for Minecraft cause it's an easy game to work with)
32x32, 3 colors per texture. Working off of a pallete.
(http://i.imgur.com/NIVeR.png)
16x16, 5 colors per texture.
(http://i.imgur.com/3ss6Z.png)
Some screenshots from the game
(http://img253.imageshack.us/img253/3215/11551030.png)
(http://img688.imageshack.us/img688/236/19511303.png)
(http://img842.imageshack.us/img842/5584/77304214.png)
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I can understand working with a palette, but any particular reason you're limiting yourself with the colors on the 32x set? It looks particularly harsh in some places, especially the tiles with high contrast like the stone. The big problem I see arising from this is the fact Minecraft has no mipmap so rough textures like that would fair pretty poorly in the distance.
The colors are quite nice :)
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Well 5 colors for 16x is like the perfect amount of shading imo, but the 3 colors for the 32x one is so that I can practice things like shape and rendering different materials at a more basic level. The shading could just come natural afterwards, but limiting yourself to midtones, highlights, and shadows helps you better understand the textures and how lighting affects them. And I like the challenge I dunno it seems more interesting to work with limitations. It kind of creates a nice style imo.
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It has a nice retro feeling. I'll try it ingame, thank you !
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Did a few more
(http://i.imgur.com/7gA8r.png)
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Hats off to you sir! You've inspired me to switch from the Xbox version and create my own texture pack. :)