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Topics - Enichan
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General Discussion / Hobby art vs Production art
« on: September 23, 2006, 05:12:31 pm »
Since I keep bumping my head on this and never feel like commenting on it in the topics where my art is (since then people might accuse me of being a bad-crit-taking-person-thingy) I'm posting this up here for discussion.

As it seems to me there are two types of pixel art.

The one is what you do for fun, endlessly refining until you get the perfect image. Doing stuff that would be excruciating to animate isn't usually much of an issue as you're probably just going for the one still frame. Because you're doing it for yourself making slow progress over time isn't much of an issue either, and even when animating you can always just do whatever you want; as there are no HD/memory/time/animation system requirements.

I don't do that one very often.

The second is what you do for practical ends. An animated sprite for a fighting game, a template for an MMO character, tiles for a game you're making, and that type of thing. Art that's for something, and comes with all the constraints and considerations that go with this. You can't spend a month refining a still frame of a sprite, because that means you might take half a year just to finish the animations that flow out of the still as well. You can't make things as perfect as you want because it usually takes too long and "really good" instead of perfect, or even "good enough!" becomes a priority. You also start using messy tools like rotate, animate things through moving seperate parts and touchups, and all that jaz, just to be faster. Result: a non perfect, messier, but faster result.

The latter is what I do almost exclusively, since I can't seem to get my motivation up unless I'm doing it for something, even imaginary.


Now, it seems to me that often crits are mostly given from the first standpoint, which is totally understandable. After all, the first standpoint actually looks at what could be improved and tells you, even if it's a single misaligned pixel. But I've noticed sometimes it can grate a little, at least on me, to hear things being said that I explicitly did because it was production art, rather than hobby art.

Smoothly flowing hair is awesome, but if rigid anime, gravity defying hair shaves off 10 hours per frame, I'm probably going with that. Same with animations; most games don't have a very complex "reuse" system like fighter games that employ sprites have, and usually a lot more memory and space constraints to boot. So you wind up with less frames, less canvas, and you can't even flop in extra frames from elsewhere because there is no system that deals with that in place for you. Yes that outline is hideous and needs AAing and selout, but sometimes just keeping your outline flat color is just easier and faster. Yadayadayada, things like that.

So um. Not sure what I'm trying to accomplish with this thread, aside from getting discussion going. Maybe I need to start tagging my pics with a "production art disclaimer" that says most crits that would drastically increase workload or be impractical in an actual project setting will likely be ignored, so I won't feel guilty when I ignore crits I can't do anything with, or feel like I'm bad at taking them.

Discuss? :huh:

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Pixel Art / Having a try at outlineless sprite
« on: September 22, 2006, 10:30:37 pm »
I'm still trying to figure out a style so this experimentation is doing me good. I actually quite like this style, might stick with it!

Still:


Idle anim:


This, however, instead of taking about an hour and 15 minutes, took me the better part of the evening to put together.

Progress GIF:


After that I just cut out the several parts of the body, put on seperate layers, named, and shuffled. Sure it's cheap, but it works.

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Pixel Art / Snazzy little RPG pixel dude
« on: September 21, 2006, 11:09:48 pm »
First, THE PICTURE.



Second. HELLO PIXELATION! :lol:

I am back, again, and hopefully for more than *checks* two posts this time. I'm sure nobody remembers me, but that's okay.

Anyhow, plx C&C. I may add AAing at a later date. Actual AA (but still hand placed) depending on wether the project this is for can actually do such alphablending, and wether I think it's too much of a chore or not!

Though I must warn in advance, crits about the solid color outline and/or lack of selout won't be met with a lot of enthusiasm. This is the first of a series of stuff I'm going to be making for an actual game and I'd like to shave off the extra hours per frame. Plus I think this toonish style is kinda spiffy in it's own way. Will not be changing these, I am stubborn. Yes.

I'm still undecided wether to keep his suit the color it is, or wether his hair. I think the colors are a bit too samey as it stands. Maybe I'll make him a fiesty redhead.

Took about an hour and 15 minutes.

MO: Sketched up the basic outline in photoshop on tablet (about 5 minutes), traced over with dark clean lines (about 5-10 minutes), imported into Paint Shop Pro (5, ancient, but it gets the job done), resized using bilinear filtering. Traced outline with black (also 5 minute-ish), then filling in color from the head downwards. (bulk of the time spent was on the damn collar)



Current:


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Pixel Art / I'm back!
« on: November 30, 2005, 08:24:59 pm »
And I'm sure nobody reminds me at all! But that's okay, I come bearing gifts.



Background for the first minigame I'm working on for a sort of Princess Makerish-inspired-like webgame. Yes-huh.

Between the pillars is where the gameplay will be going on, so I left it uncluttered on purpose, I don't want to distract the player too much.

EDIT: Hmm silly site won't display my userpic. Is there some sort of size restriction that it fails to make people aware of, which makes it ignore your pic if it exceeds said restrictions?

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