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Pixel Art / Re: Action
« on: October 22, 2007, 06:47:50 pm »
His shadow shouldn't be getting so huge, it really confused me. Actually, when he jumps, it should probably get smaller.
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Given that this has stirred up a fairly serious hornet's nest I'm not sure that I should be posting any continuance of this piece here, in spite of the fact that if I want to actually learn something when all of this is said and done this is the best place for it. Considering it's basic premise and my desire not to have to wade through a dozen or so posts bashing the "technique" that is the basis of the challenge to glean the kernels of actual critique and comments on the piece itself...I do appreciate the comments and criticism that the piece has received but I don't see how the current direction of the thread is going to help the piece come to a place that isn't going to offend anyone's sensibilities...
...But, the nature of the beast is that you cannot have an outline color solution for every b/g type so there this sometimes this fails...
...I've often been a little purturbed by the citing of SF sprites to be criticized so harshly as to me they were/are certainly at the pinnacle of the pixel mountain (along with the Metal Slugs and Zeldas...) but I know that's just personal taste and asthetics differ from individual to individual...
Yes that's what I mean because that's what selout *is*. It's a term you and tsu invented that does a very specific thing. It's been difficult to kill it as a term all these years and I'm stil fighting the good fight and now pixeljoint has a 'selout contest', good god.
selout is different from the others slightly in that it requires tedious application. don't confuse work with thought, or pattern with description! often, treating the line properly and attractively is easier than selout which follows a bizarre sort of formula that people end up second-guessing (as well they should!). No, selout is no better than pillow shading in that it is complicated, ugly, and employs no visual reasoning.
…The actual technique used in various videogames is both a byproduct of just shading a thing and is part of a larger skillset of rendering that cannot be seen outside that skillset's context, nor can it be honed as a disparate 'technique' like dithering or manual antialiasing…
At this point I'm at something of a loss as to where to direct the piece next, and torn between scrapping everything save the torso, sword/spear, and the basic shape of the tail and starting over OR tossing the whole thing into my scrap bin and starting a piece using what I actually understand...
My feelings on selout have changed from back when it was the "hot new thing." I currently feel that solid colored outlines of various brightness with minimal internal AA tends to make for more attractive outlines. I'm probably thinking the same thing Indigo is. But really, skill and perception are the biggest factor in determining how good an outline looks regardless of the style. I didn't have very good perception of the technique I was trying to implement on the old blue board, and a lot of my sprites came out harsh and unattractive because I went overboard with selout.
*sigh* no that's just outlining, with color variation according to the lightsource, which is fine.
...Selout is putting broken outlines around the edges of the sprite which are darker than what they're outlining, with the express intent of having them not melt into a similarily-coloured background...