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Messages - ChrisButton
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1
2D & 3D / Re: Massive Blender Tutorial!!!
« on: February 11, 2011, 02:03:33 am »
Thanks for the tutorial. I'm having fun following through it, although I'm stuck on part 6.
Whenever I unwrap a cube it always comes out with weird shapes. edit: I've fixed that.

My next problem is when I'm trying to apply textures to a cube, I created a little texture thing
in paint, with each face being 16x16 pixels. When I load it into blender, the pixel art becomes
stretched and blurry, is there a way around this?

2
Pixel Art / Re: Scientific AA help
« on: February 07, 2011, 10:58:23 am »
Yeah I realised that as I was writing it to you, silly me! I couldn't reply until now because I had to go into
the city, but anyways the reason I actually do it scientifically is because I'm still relatively new to the pixel
art scene and I've been trying to stop clinging to it like my life depended on it. So lately I've been rounding
the percentages to the nearest 10%.  :)

3
Pixel Art / Re: Scientific AA help
« on: February 07, 2011, 01:09:04 am »
@Static,
I appreciate your concern. Although you shouldn't worry, as this is the last of those tests, because if I can do this, I can cover basically all bases of AA'ing things - which will then lead me to start working on projects. I just want to get the techniques down first. Please don't patronise me because I'm new saying to check the forum or whatever, as already know a lot about Anti Aliasing, and I have read a lot of tutorials (especially on PixelJoint).
The whole reason I posted this thread was because no one covered this basis of 'curved' lines in tutorials, only straight lines.

@Ptoing, your formula is very similar to mine, and they even work in the same way! My brother and I worked out our first formula to be:

R = 10   R = 123
G = 34   G = 234
B = 56   B = 146
(Made those values up)
(Left side could be a grey colour, and right could be idk a light brown)
To find a mix between the colours, I calculate the percentage depending on the grid.

We want 86 percent brown

Finding red: smallest red + ( the highest red's percentage * (highest red-smallest red))
Finding red: 10 + (0.86 * (123-10))
Sometimes you have to use the percentage of the other number depending on which is bigger.
Which I found annoying, so then I went on to figure this formula out:

(colour one's percentage * (R,G or B value)) + (colour two's percentage * (R,G or B value))

4
Pixel Art / Scientific AA help
« on: February 06, 2011, 12:51:03 pm »
Hey guys.

I forgot I had an account on this place, and it does prove to be pretty impressive.
I'm going to try and hang around on Pixelation AND PixelJoint.

Firstly, here are a few tests I've been doing on Anti Aliasing scientifically which I
have posted on PixelJoint, and I hope by also posting them here, I can gain more
feedback on the topic.

Here are my successful AA conversions, I plopped them onto one piece:

I know, there isn't much. Sorry!

You probably already know, but for those who don't - the way I achieve getting
a straight line between two points is by expanding each pixel to a 10x10 pixel
and then depending on the shape, I draw or rule what it would look like in a
higher resolution, and then when I go to convert it back, since it's a 10x10
pixel I can calculate how much of that colour is in that individual pixel as a
percentage.

So now I was wondering how I could achieve something like this with rounded
line art, it's easier when there isn't line art and you're doing something rounded,
but I am specifically trying to do it with rounded line art. Here is an example I'm
working on:


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