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Messages - QuickSilva
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31
General Discussion / Re: Anti-aliasing explained
« on: January 31, 2009, 04:46:42 pm »
Thanks for the replies, sorry I`m a bit late to respond but reading this has helped to clear a few things up. I`m slowly getting there I think. It`s also interesting to see some artists work that still looks great yet hardly uses any AA, Kenneth Fejer springs to mind as does Konjak. I actually really like some none AA work as it retains a sharp clean look. Some people seem to use it well though and maintain that clean look. It`s a good skill to know and one well worth mastering.

Jason.

32
General Discussion / Anti-aliasing explained
« on: January 24, 2009, 08:17:54 am »
One thing that has always troubled me with pixel art is achieving decent looking anti-aliasing. What I`m hoping for is a proven method that will always get me good results as some people seem to do it well and others not.  Is there a methodical approach that works or do you guys just apply it by eye?

Does anyone have any good tips that they have picked up over the years? For example do you anti-alias only around your original lines or do you replace some of them with anti-aliasing? Do you use only one colour or several to smooth out your lines? At which point does it go from looking good to becoming a blurry mess?

I`ve never really found a good tutorial for this so any help would be much appreciated, by lots of people I expect. I`m not after a quick fix but want a solid foundation to build on after many failed attempts myself.

Like I have said, a proven technique that always works would be good but I`m under no illusions as to it being quick and easy to do, good work of any type requires effort, time and practice.

Thanks for any help,
Jason.

33
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: December 25, 2008, 12:14:28 pm »
Thanks AdamAtomic for taking the time to do this, it`s great to see everything all in one place.
Jason.

34
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: November 23, 2008, 06:17:41 pm »
Hi Arne, I have always been a huge fan of your work, love the MegaGirl! (And your other Megaman remakes). Any chance you could honour us with some redesigns of some of our characters? That would be great!

Jason.

35
General Discussion / Re: Swedish magazine article about Mockup Frenzy #3
« on: October 15, 2008, 07:19:22 am »
Cool, any chance of a scan?

Jason.


36
2D & 3D / Re: NES
« on: September 27, 2008, 06:43:00 am »
You`ll soon get used to working in 3D it just takes a different approach to pixel art. UV mapping is the toughest part but once you do a couple of models you`ll be fine. You`ve done a nice job on this but I agree that the little small red details would bring it to life, tinting the grey a little is also a good idea I think as the environment rarely has pure grey objects in it.

Jason.

37
2D & 3D / Re: Lowpoly Soup
« on: September 21, 2008, 07:00:05 am »
I disagree, I think the scale is spot on and a unique subject makes it fun to look at. Great colours too. Keep them coming Ptoing! Maybe your U-Head character would look good in lowpoly hint,hint ;)

I really must make some more lowpoly work myself. I think that it is good practice to make 3D models as it can help you with your forms\lighting in your 2D art.

Jason.

38
Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: September 13, 2008, 04:29:43 pm »
Love what you did with my Moleman character :) Really enjoying looking at everyone else's work too. I think that they are all great in their own unique way.

Jason.

39
2D & 3D / Re: Low Poly Pixel art attempt
« on: September 13, 2008, 08:54:52 am »
You might also find that the option you need to play with is called Luminosity. Setting this to 100% for your texture\material will make your object full bright and any other lighting\shading in the scene will not affect it.

Jason.

40
General Discussion / Re: Gravity Hook!
« on: September 06, 2008, 07:05:13 am »
This is really cool Adam and it looks swell too. It reminds me a lot of the levels in Super Mario Galaxy where you have to pull yourself along through space only that was in 3D of course ;)

Game play feels nice\intuitive and very well executed. Good job!

Jason.

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