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Messages - Sqd
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General Discussion / Re: I'm New Here (Help)
« on: May 21, 2012, 11:36:54 am »
Ok, i've found some stuff on banding.. Pretty neat stuff. (http://www.pixel.schlet.net/)

After looking to the edit you did to Derek's Yu sprite i'm not absolutely sure if the anti-banding technique get's rid of ALL issues.. also I have been reading quite a bit on dithering and the "styling" uses for it, pretty neat stuff, I remember using that technique quite a bit.. not sure if done correctly but I've used it to fill up empty areas.

Also, something I haven't seen in the forums is.. "stylish shading".. (Help me coin a better term) and that's something i've learnt from Jawsh (which i think he learnt from Darion) a long time ago and used it a lot.. it should be discussed I think.. or explained.. I will try to talk about it soon.

Still, I would appreciate a link to all the other subjects.. this is helping me out a lot. (Also, sorry for posting this topic in the Pixel Art thread, I was about to upload a sprite but I might do a separate topic for it)

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General Discussion / Re: I'm New Here (Help)
« on: May 21, 2012, 11:01:18 am »
Thanks Helm!

I've been searching around.. and there is a ton of new stuff to learn.

I dont think I understand AA absolutely well - After lurking around I saw some incredibly advanced uses for it.. especially some stuff you have posted (if I can recall correctly it was some kind of a green face which you scaled down (?) and re-shaded it) and some examples done by Panda.. uhm.. and a couple more..

ALSO, regarding selout I saw something interesting:

take a look on that :
http://www.wayofthepixel.net/pixelation/index.php?topic=5253.0
comments from Helm and Pkmays are very interesting.

Demosceners used grainy textures, over-used highlighs, cracks and reliefs on walls, and overlapped shapes, no for "adding topographic detail to avoid having large featureless areas that can be hard to shade nicely with few colors" like you said. i never read others artists write something like that. if they used "shape bluffing", it's only for the style and win compos. so, i think "Shape Bluffing" it's a good idea but it's like "selout", it's your invention.

Do you have any more info about this? I always had that problem.. shading smaller areas it's always easier but with some big pieces I did in the past I had trouble shading these "large featureless areas".. is there any info regarding this? I'd love to know a bit more about it.

What the hell is shape bluffing? God, sounds like something i've done in the past.

And finally, any links to the overblurry AA.. I think it's something I've used to do.. i'd like it to stop. :mean: (also a link to that "dithering alond an edge as AA" thing would be incredibly useful)

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General Discussion / Re: A question about 'Selout'
« on: May 21, 2012, 10:02:49 am »
take a look on that :
http://www.wayofthepixel.net/pixelation/index.php?topic=5253.0
comments from Helm and Pkmays are very interesting.

Demosceners used grainy textures, over-used highlighs, cracks and reliefs on walls, and overlapped shapes, no for "adding topographic detail to avoid having large featureless areas that can be hard to shade nicely with few colors" like you said. i never read others artists write something like that. if they used "shape bluffing", it's only for the style and win compos. so, i think "Shape Bluffing" it's a good idea but it's like "selout", it's your invention.

Holy shit.

This topic is taking my world apart. WOW!

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Glad I could help. Please feel free to use whatever you want from it.

As a word of warning.. It has a bunch of errors - I haven't pixelled in years.. It has lot's of banding, and bad AA.. and there was a couple of colors that I thought they were quite innecesary (and create the illusion of pillow shading in some areas)

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Pixel Art / Re: [WIP] Street scene with dude smoking..
« on: May 21, 2012, 09:45:17 am »
Let's add details!
details will give you light/shadow sources,and help dithering work.



Whoa... that's FANTASTIC!

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General Discussion / Re: I'm New Here (Help)
« on: May 21, 2012, 09:42:05 am »
Best tutorial I've seen so far. I don't have time to go in depth myself, but it should help to look through that.

Wow, that's just what I needed! Thanks a bunch Phlakes.

@Seiseki That makes sense.. I wonder if banding its totally avoidable.. uhm.

Thanks everybody!

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I've edited your sprite and i've tried to use the same palette you have used .. hope this helps a bit.



Dithering is overdone quite a bit in the newest version, I know what you are trying to achieve with it, not sure if it's going to work. In my opinion, dithering might not work well with only 2 colors and such a big area.. it might work with smaller sprites but not with this one IMHO. Also, if you plan to animate it, the dithering will be a nightmare.

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General Discussion / I'm New Here (Help)
« on: May 21, 2012, 06:20:49 am »
Hello everybody my name is Miguel.. and I've used to post a loooong time ago as ndeal/miguel in these forums.
I'm trying to get back to pixelling because I'm interested in developing games (again).. If I remember correctly that was the reason why I learned how to pixel. (Using Tsugumo's tutorial a long time ago)

I have been doing some sprites this weekend and I must say I enjoyed it a lot but..

I did a quick check of the forums and i've seen a lot of new techniques that I'm not quite familiar with; A couple of threads regarding banding (What the hell is banding?), a couple of ones regarding selout (which supposedly is an absolute joke (I can't quite understand what is wrong with it?)), advanced AA techniques, shading, color, animation, and palette stuff... WHEW!

So.. I was wondering if someone could link me to any threads regarding these topics.. I dont even know where to start.. searching throws a lot of random topics.

I'm working on something ATM but I'd love to check out these tutorials so I can get this little piece a bit more polished and ask for critique.. I really need more practice.. it's been a while.

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