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Messages - Cyangmou
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Pixel Art / MOVED: Pixel Art Tutorials by Henk Nieborg
« on: June 25, 2017, 12:15:46 pm »

Pixel Art / Re: [C+C] Waist-up portrait
« on: June 16, 2017, 02:56:40 pm »
don't give too much about this loomis proportion you showed here.
It's a full grown up ~35 y o athletic man.

Yours rather looks like a 20 year old average young man.
While the head might be a bit too big, or the shoulders chest a bit too small.

Loomis heads ar ealso smaller than heads of actual people, because loomis uses an 8 head canon i believe (depends which of the 4 rhyths you sued there) and most people are somewhere between a bit more than 6 and a bit less than 7 heads in height.

Yeah why do pixel artists advocate tinier palettes?

For myself I think rather in terms of lengths of ramps than in overall color amount.

the "nostalgic" side:
super simplified shading approaches (and not 100% realistic, but let me generalize):
NES uses 3 colors per ramp
SNES uses 4 color ramps
NEO GEO uses 8 colors per ramp

A NES game is simpler than a SNES game and this is simpler than a NEO GEO game. Of course there are some NES games which are more elaborate than SNES games and SNES games which are more elaborate than some NEO GEO games, but for a general approach you could say:
you need to hit those general color limits/restrictions to evoke a real "retro" feeling that your game is rooted in a certain technical period - e.g. Shovel Knight did this to a good extend.

the "project-developers" side
The more colors you use the more work it is to put them down.Shading will take longer wth more colors
If you compare Anime OVAs and anime TV shows the OVA's are usually higher quality. Sometimes those animes use more shading.
More shading takes more time and therefore is more expensive - of course it can look better (not necessarily though, if done wrong)
On a project scale it can make a difference of thousands of hours to use more elaborate or less elaborate shading on elements.

the "artistic side"
Art is a super complex thing and problem solving on equally high levels as elabrate mathematics once you start seeing the more scientific side of things.
If I tell beginners to use less colors, it is because the most basic contrast works with 2.
If you fuck up the shading with 2 colors, you also will fuck it up with more.
If you fuck up the contrast with 2 or 3 colors, you will also fuck it up with more.
If you try to learn a skill you try to eliminate all the noise and just practice the thing you suck at in order to get better at this very specific thing.
Many beginners struggle with very basic things like big proportions, contrasts, basic color choice ... etc.
Working simpler costs them less time to play around, iteration is faste rpossible and the psychological attachment you have to something you haven't spent dozens of hours on is less, which is good for experimentation.

the "game-designers" side.
The more colors you use in little spaces the more stuff blurs.
Blurring is pretty bad for all types of art and hinders quick recognition, which especially is bad for games.
For games you want to have a clear image right away to present the player the challenge in the quickest way possible.
For quick action based games, an elaborate blurred artstyle could get in the way of readability and cost some additional milliseconds.
THis might sound not much, but if you ever watched high skill fighting game fights, LoL matches or any other E-sport you will see that this could become a super valid problem. And it is for some games.

And another thing you might consider:
Pixel art is placement of pixels.
if you work in a 4x1 canvas you can't use 5  colors.
if you work on 16x16 it maybe isn't really worth using more than 4 colors per ramp considering that you have shapes to shade and one color might go to waste.
on 32x32 you easily could get away with 6 colors or more and it might even look much better.

So there you have my views on the topic.

Pixel Art / Re: My first pixel art
« on: May 28, 2017, 10:29:43 am »

don't overdo dithering. Use bigger areas with the same color.

Try to shade your internal black construction lines as well.
They can be brighter than black. Overpaint them according to the lightsource.

the elllipse should be 4:3 in ratio

Here you have the calculations / tut

check out "Tower 57" which i illustrated, I am fairly sure that all objects in it are angled the right way:

Zelda breaks projections in multiple ways for gameplay
stuff like Earthbound and similar games uses 45 top down, but in many cases not a realistic approach to shape and volume.
Which means characters are drawn nearly from the front, while some things appaear seen from the top, it's not consistent but it usually works if the angle difference is not too strong.
THat being said the more realistic the style, th emore those things matter.

Pixel Art / Re: perspective problem with topdown tileset
« on: May 19, 2017, 11:14:18 am »
I can't see any big issues with the projection, I rather would say the colors destroy the feeling of solid volume.

I recolored every major part (except the shopkeeper)
I mixed the cliff dirt color relation a bit.
your grass uses 16 colors. I brought it down to 5 in my edit.
You have a bunch of really close duplicated colors in the house roof, wood beams and wall. Maybe you used a pen with 99% pressure instead of 100%.

Generally this edit should show you the difference of volume, just with fixing up some colors:

Pixel Art / Re: TinyKnight
« on: May 15, 2017, 09:29:56 am »
seems to be pretty great, considering how minimalistic it is.
YOu maybe want to use a brighter color for the plume than for the shirt, to make it pop in the north frame

Pixel Art / Re: Tileset WIP not looking the best :(
« on: May 03, 2017, 11:53:36 pm »
try less, but bigger rocks per tile.
It certainly will make it easier to look at.

General Discussion / Re: Pixel-Gameart Appreciation Thread
« on: April 17, 2017, 02:23:30 pm »
Game: Beyond Oasis
Release Year: 1994
Platform: Mega Drive

This  is the oldest game I know of which falls pretty much in line with the modern "cluster approach" of pixel art, and despite some dithering here and there the whole thing is scaringly similar to a lot of techniques displayed in current pixel works.

Interestingly enough this game already used quite a high resolution for their assets and generally feels really clean and colorful and while this prodction is kind of pioneering many things so commonly seen today, and there are already so many great choices evident, that it's just worth to take a look.

I made a collection with various backgrounds:

2D & 3D / Re: Tips on making 3d tileset walls
« on: April 17, 2017, 10:59:41 am »
You maybe want to open the thread in the pixelart section of the forum:

and directly link the image on the site wth the image code/button, bc. many people are hesitant to click on actual links
Code: [Select]

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