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Messages - CytricAcid
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Pixel Art / Re: [C+C] RPG Walkarounds for 70s bands
« on: March 14, 2018, 08:35:39 pm »

 Here's an updated walk sprite for kas. i updated his skin palette from his talk sprite and changed the collar color, as well as making his wrap move better when he walks. i think it looks a lot better!

for the talk sprite, his arms are supposed to be stiff, since he's upset, but if it doesn't convey correctly it can be changed as well.

im working on a mockup for this project, so i'm working on all sorts of little things - this time, the infamous GRASS TILE! i succeeded mostly in hiding the grid, but it looks flat. eugh

Pixel Art / Re: [C+C] RPG Walkarounds for 70s bands
« on: March 10, 2018, 08:53:59 pm »
Thank you everyone! Here's my reference for the outfit: outfit (minus the toga)

Here's an updated walk sprite (and changed his skintone a bit, but now im afraid he looks too yellow... rip)

And here's my first idea of a talk sprite: not too sure on the wrap on this one and he probably needs pants.

for the talk sprite i did the lines first, then painted it in black and white. then i posterized it to 8 values and gradient mapped each area, then cleaned it up per pixel.

Pixel Art / [C+C] RPG Walkarounds for 70s bands
« on: March 10, 2018, 02:04:39 am »
Hi! I'm working on pixel art for a game idea I have. It's dedicated to my favorite musician Todd Rundgren and his band Utopia. they have a song called "Singring and the Glass Guitar" and it frankly makes a great concept for a short RPG, which is what I want to do.

it stars the four members of the band in a short RPG and I'm working on the walkarounds for them at the moment. At the moment, I have Todd's turnaround and front sprite walking done, and Kasim's front sprite and front sprite walking done.

I haven't done pixel art in a long time. My skills are very rusty, and I've never been good at making 4 way overworld walkarounds, so this is a huge challenge on my part.

Because these are actual humans, I can't use hair color to distinguish the members. Thankfully, I'm rather good at likenesses and have a set style in mind for the band members in the game. the biggest obstacles for me are the base sprites for the walkaround and adding clothing. Todd's outfit worked well enough in the low resolution, but Kasim's wrap??? on his chest looks kinda garbage, so I'd love so advice.

The palettes aren't set in stone yet, and I realize that Kasim's skin tones likely overlap with his hair color, but for the sake of easy tweaking, I'm leaving them separate until his sprites are pretty much done.

Here's a few links to how I'm going to stylize the members in the game + a bit of their outfits: Todd Rundgren and Kasim Sulton

Todd's sprites:

Kasim's sprites:

General Discussion / Re: Preventing banding while shading
« on: July 29, 2013, 07:24:50 pm »
I've been trying to think in more of putting down absolutes then adding midtones, yes. I find it rather hard to do though when working with animals than with humans, and since I like to draw dragons, I'm often stuck on adding shades to my drawing to portray a rounded form without it banding, especially on head shapes and the body.
that being said, i'm a bit confused on thinking of edges. What do you mean? I do agree that i try to add shades just because they're there, but I feel that when I don't, my shading often looks rather flat.

Pixel Art Feature Chest / Re: THE CLUSTER STUDY THREAD!
« on: July 28, 2013, 06:28:38 pm »
Holy crap, you can really tell that sprite was made for the blurry TV screens of the past. I had to pretty much edit every single part of that sprite to optimize the pixel clusters.

There are probably still some banding errors and with my lack of knowledge of both the character and muscle anatomy there are probably errors in that too. :P I think it's a huge improvement on the original sprite, though.

Hello hello! I'm Cy and I'm a 17 year old girl whose going to college for game art and design stuff.
pixel art has always been an interest for me. My friends often herald me as a master, but I believe that's only because I've been doing it a long time :P
I've stalked this forum for years every so often, and I love searching through on the theories of pixel art and banding and whatnot. the idea of Pixel Clusters is of interest to myself, as I feel that I can apply that theory to other digital art I do as well as pixel art!
I'm an artist too, of course. I've been drawing as long as I can remember and I'm well acquainted with many different mediums. my deviantart is, but I don't post much art because I'm a perfectionist :U
Interest wise, I'd like to say that my 3 main interests right now are the video game series Monster Hunter, and I feel like it's probably my favorite video game series ever :P So many cool wyverns!!!
I also really love classic rock from the 60's-80's, but specifically 70's prog rock. I love bands like Supertramp, Yes, ELO, the Beatles of course, and many others. It's a rather shallow music taste, but hey, it's what I like!
Finally, I've been playing a lot of Animal Crossing. :P It's really addicting and has gotten me into practicing my pixel skills for 32x32 terrain and whatnot.

General Discussion / Re: Preventing banding while shading
« on: July 28, 2013, 04:25:40 pm »
I've written something silly addressing this and posted it over at deviantART once.

(It's an image large enough so I'm posting it as a link and not as an image)

Also, banding is less of a problem if the banding colors have a lower contrast. If the contrast is low enough, my eyes at least won't focus on the band and just look at it as if the colors blend into each other.
Wow, that's actually really useful! I tried it out on a few other quick line experiments as I didn't feel like cleaning it up much.

it seems that there still seems to be issues with banding at times, especially on the hair of the first one. I also ask the question of using even more shades in order to define high contrast areas and to pull back objects. How does that work, and how does one prevent the pillow shading look when doing so?

General Discussion / Preventing banding while shading
« on: July 27, 2013, 10:45:47 pm »
hello hello! i apologize if this is in the wrong forum. As I'm not really looking for critique on my own art other than general technique, and the fact I'd also like to discuss banding and shading in general, I felt it was best to put it here instead.
One of the problems i have as an artist, within pixel art and out, is cel shading, or at the very least, shading without using soft gradients or any kind of blending. As you can see, this also applies to pixel art as you're working with limited colors. I can shade things with maybe 1 shade and 1 highlight, but past that I find myself getting into banding territory. How do I shade complex objects like torsos and arms without banding, especially in pixel art? what about other complex forms?
I made a quick demonstration on a dragon guy i drew up. I tried to shade him with 4 shades as to test out my own ability. as you can see, there are issues with banding on his leg and tail, along with weird shading on his torso and arm.
I honestly don't know how to go about this. The more shades I add, the easier it is to band my shading. Even when working in higher resolution digital art, I still have problems displaying soft changes in value with a limited palette as to create an illusion of a rounded surface. I want to be able to define my art with more than one shade. How do you guys tackle this?

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