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Messages - Lilyo
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Pixel Art / Star Wars Clones Wars/ Rebels Characters
« on: August 22, 2017, 10:18:22 pm »
So I've been doodling some of my favorite characters from Clone Wars and Rebels. Meant for 200% or 300% honestly.

Not done at all but thought I should just post wip and process here to have some motivation to actually finish these. If anyone thinks there's a better way to approach the colors/ shading I'd love to see your ideas.

General Discussion / Re: Monitor Color Profiles
« on: October 11, 2013, 02:00:25 am »
I also found out that if you have Flux installed it will overwrite any color profile or display calibration that you try to save. At least thats what was happening for my laptop.

General Discussion / Monitor Color Profiles
« on: October 09, 2013, 04:08:46 am »
Has anyone else had problems with color profiles when working on two different computers? I work off an iMac with a really good display monitor and then a sony vaio laptop with a pretty good monitor, but the two displays, even with calibrated correctly still look different form one another. I find it really frustrating to work on detailed color stuff such as pixel art and have the visual difference between the two monitors be so big (at least to me). They both use sRGB, the only real difference I assume is the gamma (1.8 vs 2.2 on mac). Does anyone have any tips?

Pixel Art / Collection of textures
« on: October 08, 2013, 08:03:57 pm »
I was commissioned to redo some of my old textures as 32x 5 color textures for a side scroller game. They were originally 3 different sets of textures, one 16x (5 colors), one 32x (3 colors), and one 32x (7 colors), each with completely different styles and color palettes. I tried to make them all go together as much as I could. I would appreciate any tips.

Pixel Art / Re: Some Rock Tiles
« on: September 19, 2013, 07:11:24 pm »
Right now let's focus on the outlines.  I'm trying to take this with a grain of salt as I go, I plan on making this the main tile.

I'll repost tomorrow with an appropriate palette from a nice SNES rock palette, or at least use it as a starting point.

I need a professional opinion on how to make the tile less noticeable when looped for the ground to walk on.
Well it wouldn't really make sense to try to create a texture without first choosing a pallet or at least having a general idea for the textures. You chose a really saturated green to start your texture off of and whatever youll do will reflect the colors you chose. It makes no sense. So first figure out what color you want your texture to be, choose a midtone and fill the 32x32 texture with this, then bright the brightness down, increase or decrease the saturation depending on what you want, and change the hue to reflect a darker shadow (or in this case outline of your rocks). Don not make this one smooth line, you have to break it up from point to point with the midtone, otherwise the textxure will look dull and flat. Then take a bright unsaturated highlight and start placing specks on the upper left corners (least to most from bottom left to upper left, then most to least from upper left to upper right). This should give you a basic rock structure that's flat. I would demonstrate but I can't till later tonight.

Pixel Art / Re: Some Rock Tiles
« on: September 19, 2013, 04:19:20 am »
Why are they green? I would help you buy idk whats going on here lol

General Discussion / Re: Tests on Color Theory?
« on: September 17, 2013, 08:49:14 pm »
Yeah I thought about using a 3D program but any changes to saturation and hue will be predetermined based on how well the surface objects are constructed in the program, so I don't know enough about any one program to trust it to do this experiment. Im gonna see if I can borrow a camera and do it at my school when I have time.

General Discussion / Tests on Color Theory?
« on: September 17, 2013, 04:21:50 pm »
Hello I'm very interested in color theory and was wondering if there's any place that analyzes how the surfaces of specific objects react to reflections and certain kinds of light? I'm interested in doing some graphs for saturation, brightness, and hue for generic objects and learning first hand. I'd do it myself but I don't have a camera or a set up where I could do this, and I'd rather have it in a controlled environment in a studio rather than just somewhere outside where lots of factors could be influencing the outcomes.

Pixel Art / Re: Multi-hue ramp discussion
« on: September 16, 2013, 08:55:36 pm »
I dont have a lot of time to really analyze the image well enough but here's my quick take on it.

I think a main point to consider here is that the hue changes in the example image are not realistic at all, and steel panels of that color in real life would look very silly. It's important to understand the difference between monochromatic ramps and multi hue ramps. Your rock example is not monochormatic. A monochromatic ramp will not take into consideration any sort of saturation or reflective surface of whatever object you're constructing. The difference between a dramatic hue shift ramp and your rock example is just basic realism. If you add greens, purples, and blues into your rock it all of a sudden implies different things about the surface of the rock and the lighting that strikes it, and this should be done in strictly stylistic choice to add an overall atmosphere, similar to how lens filters are used when shooting film. Because you're working with pixels it means that you can exchange multiple hues together and make the image look almost identical while using the appropriate brightness and saturation levels. The only reason the hues are so shifted in the first image is because of over dramatization and dramatic atmospheric elements.

For example, the highlights on the metal plates is green and red, shifting towards purple, implying a green sort of ambient light is being reflected off of the metal.  You could probably imply that the metals are two colors, some are redish some are bluish, and the ambient blue light is reflecting off the blue surface creating sort of a dulled down green color, and I'm guessing the red from the other metals is reflecting in as well.

So here's a section

And here's a b/w version so you can tell exactly what colors the highlights and shadows are.

And here's a color edit with a more straight forward pallet where it's clear why the colors are changing based on the lighting.

So the main point is that the hue shifts being used originally are being used to give the room a more rustic and ambient sort of look. Complimentary colors will give the environment a more dramatic look and build more atmosphere. To learn to how achieve this you should stick with the basics red yellow hue shift (generic outside lighting and reflective surfaces) and then edit it to see how the entire picture will look with whatever look you want to give it.

Pixel Art / Some game concepts
« on: September 13, 2013, 09:44:01 pm »
Here's some early shit. I need inspiration and ideas. I have no real concept for characters, backgrounds, gameplay, story, etc.

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