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Messages - EyeCraft
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11
Pixel Art Feature Chest / Re: knockin' some rust off
« on: July 24, 2011, 01:53:04 am »
st0ven? Not pixelling? Nooooooooooooooooo... :0#

Bit of an edit:



- Skin feels really bright, especially against the dark clothes, feels like its punching through a bit.
- Rim highlighting is suggesting too much of an below-subject lightsource, reworked it to be speculars on the folds.
- Tried to get more of a conical form going with the dress
- Dimmed the dress a bit to push priority up the figure.
- Lengthened sleeves.
- Adjusted speculars on the hair to point to a higher lightsource
- Bit of play with the hands

Nice choice of subject... the dress is amazingly hard to manage banding, I found.  :)

12
General Discussion / Re: pixel art articles project
« on: July 23, 2011, 05:10:10 am »
No it should not be omitted, but it should not be put on a golden pedestal of untouchableness either. That would just be wrong. Let's not mystify things, please.

As far as restrictions goes I have written quite a bit about that in the non-exhaustive restrictions thread, which I am too lazy to search now, just search for "exhaustive" and you should find it.

I have it bookmarked ^-^

13
General Discussion / Re: pixel art articles project
« on: July 23, 2011, 03:10:47 am »
An idea I had for this would to be to get into display restrictions associated with older pixel art. ptoing could certainly advise on that, he's clinically obsessed with restrictions and pixels like the C64 just came out yesterday. hehuurp. If you're serious about including restrictions info I'm sure he'd be obliged. eh, sven?

Why include restrictions stuff? Because it's interesting. Because it's relevant. Visuals output by the ancient displays were governed by hardware restrictions that "virtually" dictated everything about how pixel art looked when when sent to CRT screens by said hardware. I think it matters. You don't have to expound on full detailed specs or anything.

Oh absolutely. I assumed that would be in the article by default since pixel art and restrictions go hand in hand.  :)

SNKs late Neo Geo output - I?m thinking Metal Slug up to the SNK/Playmore merger (I think they do deserve a whole article to themselves considering games like Metal Slug, Garou, Last Blade etc. contain some of the most respected pixel art ever created).

Is it? I agree that those games look nice. But IMO none of them are very good examples of good pixelart. If you look at the stuff in Metal Slug for example there is bad practise everywhere, hardly any aa, banding all over the joint, and so on. Metal Slus as well as those other games look good because the people who made the art were good artists and good animators (as in able to really draw and paint), but not good pixel artists.

Yes this is true. While there are many excellent art techniques and decisions in MS, there's also some garish pixel art missteps, made especially obvious by our 21st century LCD viewing devices. Zoom... enhance... zoom... ENHANCE.

That's not to say MS should be omitted from the articles, that would be... horrible.  :(

14
These are looking sweet!

Did a couple of edits:



- Simplified the ribcage to match the style
- General tweaks to how bright some single pixels were in the skeleton
- Altered the shading of the mushroom's cap (added a colour)
- Cleaned a few pixels up here and there

Where are these creatures set? Feels like they are all very point-source lit, implying dungeons, caves and other interiors. Are there any outdoor areas?

Also, welcome back.  :)

15
General Discussion / Re: pixel art articles project
« on: July 22, 2011, 03:24:37 am »
I am altogether very unfamiliar on the subject, so I can offer little assistance. But I would love to read it when its finished; I've always wanted a discussion on the different pixel art styles, systems and eras.

My own personal experience has largely been with DOS VGA, NeoGeo at the arcade (before all arcades vanished :( )... actually pretty much everything listed except for most of the 8-bit catagory you list. I always found the DOS games had a very weird air-brushy approach that was kind of blurry.

Anyway, enough blabbering.

Godspeed!  :)

16
Hello Sigil, and welcome to Pixelation!

Always great to see such an eager attitude towards critique.

Looking through the NPA stuff you linked, I've noticed a couple of trends:

- Neglecting line dynamic; I touched on this very briefly in another thread recently, though I didn't mention line dynamic specifically. What you have in many of your figures is a symmetrical alignment of lines. How do I explain that... I will draw it...



When your lines mirror each other you bring the eye to near stand-still. This strips the sense of life from the figure. You want the eye to move through the figure using lines to indicate both direction of movement and tempo. It's quite a long winded discussion to go into, but for the moment I think just focusing on asymmetric alignment will greatly improve the figures.

- Overuse of speculars; You have a tendency to apply sharp speculars to most surfaces, when in many cases this is inappropriate to the material. This has the effect of making everything in the image appear to be made out of goo. You can find a very brief discussion on speculars in Arne's tutorial.

- Weakly defined shadow or unlit subjects; using very soft airbrushes to apply vague, low-contrast areas of shadow. Try drawing extremely definite areas of shadow and direct light on a subject. If you cannot do this, don't try to hide away behind vagueness. Do some studies/exercises to improve your understanding of form until you have a grip of it. This will add much, much stronger sense of form and space to your pieces. If you take a walk around and look at how things are lit, the vast majority of cases involve stark division of the subject into shadow and direct light, with a small area in between that blends to two based upon the smoothness of the surface(s) of the subject. Things are only vaguely lit when there is an absence of direct light. Essentially this places everything in shadow, with large ambient light washing over the form.

To reiterate, your lighting process in some of your work involves vague, soft shadow and midtone subjects with speculars placed on everything to compensate for the lack of areas of direct-light on the form.

- Non-harmonised colour; I've gone into this before (another link), so I'll save myself some effort!  ^-^

Umm.. I've actually been eating while typing this and I think I've lost my train of thought. I might have had more points to list, I might not have. I honestly can't remember... Oh well, I'll leave it for now maybe more will come to me.  :crazy:

Also: Please refrain from double-posting. Just edit your most recent post and add the new content.  :)

17
Pixel Art / Re: [WIP] RPG perspective assistance
« on: July 19, 2011, 07:26:28 am »
Couple of things I thought might be helpful to you:



T-Lines and measuring the proportions of midpoints within the silhouette. For 3/4 perspective you want your midpoints 3/4 the way up the form.

Aside from that, I feel like the shading could be a bit more obvious. Where's the lightsource? Where's the shadow?

Also, forgive my scrappy line work  :blind:

18
Pixel Art / Re: [WIP] RPG Casting Skill animation
« on: July 19, 2011, 04:11:14 am »
What exactly is your process for developing animations? Do you keyframe the movement? Do you use any kind of simple skeleton? Or do you work step by step through the motion from one frame to the next?

What it appears to be is the latter, as this often leads to very reluctant movements in the animation, with only small parts of the sprite being modified. You need to keyframe the entire figure moving through the motion from strongest stance to strongest stance, focusing on the shifting of weight/support through the figure (and in this case also the sword).

You can keyframe with a simple silhouette (can help with volumes), a very rough block in (I find this better to do after one of the other two), or a skeleton (helps maintain proportion and mechanics of the figure in motion).

Try thinking of the motion in terms of the key structural points on the figure: the feet, pelvis, spine and head. How does the pelvis move over the space that the feet bound? Is the head above the pelvis or not? How does this affect the spine? Basically, "is the figure in balance, or not?" If they are not, they will need to come to a point of balance by the end of the animation.

But to iterate, do not do this process frame by frame, keyframe it from major stance to major stance, then tween each of those, then tween those, etc until you are happy with the level of smoothness you have.

19
Pixel Art / Re: WIP Landscape, need some help
« on: July 19, 2011, 02:51:05 am »
Good improvement! One (imo) very important thing you've lost from st0ven's edit to yours is soft edges. All your edges are quite well defined, whereas st0ven's version has a whole bunch of delicious ambiguous forms all melding into eachother, an effect you would expect with heavy fog/clouds.

There's somewhat more contrast in st0ven's as well, due to do darker midtones creeping a bit more into the middle horizontal third of the composition, as well as the bold shadows of the biggest mountain pushing up infront, as well as cutting sharp edges in the form (which contrast wonderfully with the soft edges of the background).

Bleg kind of rambling... I just woke up  :blind:

20
Pixel Art / Re: [16x16][C&C] House Tileset
« on: July 18, 2011, 02:45:05 am »
If you want high contrast and a cute style you need a different approach.

What you have at the moment is a whoooole lot of subtle grainy texture through everything. As soon as you dial up the contrast on that you get TEXTURE OVERLOAD.

The main tool you want to use is simplification. You want to simplify shapes down and work in broad blocks of colour with accented bits of detail. This lets you use all kinds of bright, saturated colour at any level of contrast without introducing graininess.

Here's a quick example:



It might not be 100% the style you want, or fit with the setting of the tileset (looks more like a dungeon wall to me), but the point is the process. Working with very few colours, building it up in basic blocks of tone, only introducing colours a couple at a time and for very clear roles. At no point do you want to introduce any kind of graininess to it. After the final step in the gif you can add more colours for AA (also to remove the dither-lines), but I probably wouldn't be going much beyond that.

You also might not want to work from dark-to-light. That's just my habit, but working from midtones into dark and light is a good practice. I suppose you could work from light to dark (sort of like drawing with pencils I guess), but that seems more problematic to me.

Also the interior walls of the house would not cast shadows like that, since the sun would not actually shine inside the house (because there would be a roof).

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