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Topics - Indigo
Pages: 1 ... 3 4 [5] 6 7 ... 10

41
Pixel Art / Idle Dance
« on: November 25, 2014, 07:39:14 pm »
So I had some time to mess around with spriter 1.0.  This animation wasn't planned out and was more of a 'see what sticks' sort of process, but it was fun none the less.  Learned a lot about how spriter specifically functions in these contexts.  Anyway, just sharing to share.



on a side note, as a fun exercise I decided to re-imagine their UI to be more pleasant.  It felt like too much of an eyesore and overwhelming presentation for what it needed to be.

Mine:


Theirs:

42
Pixel Art / Tree of Knowledge
« on: September 14, 2014, 08:00:11 am »
decided to resurrect a VERY old piece of mine from like 2005 or thereabouts.  The piece started out as an aimless sketch and quickly grew into something more until it became too ambitious to keep my interest.  Since I've been using a new method of index painting in photoshop which allows me to push pixels at a much more accelerated rate, I've decided it'd be fun to revisit and finish it.  Here's where i'm at

Current, and Progress GIF:


Progress Steps:















43
General Discussion / HD Index Painting in Photoshop
« on: April 12, 2014, 11:08:56 am »
I posted a blog covering a new method I've been developing allowing you to index paint in Photoshop - but with a fundamentally more powerful process which retains HD data to manipulate the pixels.  It's a bit lengthy but I figured you guys would find it useful.

Blog post here:
http://danfessler.com/blog/hd-index-painting-in-photoshop

Here's what you can do with it:
Quote
Pixel-bush, AA-brush, Soft-brush


Procedural Dithering


Dither Sampling


Smudge


Gradient


AA transforms


Alpha-blending


Blend Modes


Fixed index Adjustments


Dynamic index Adjustments


Dynamic re-indexing


Let me know what you think

44
2D & 3D / Lucky Space Art
« on: November 29, 2012, 08:11:15 pm »
For some time I've been working at a social games company called A Bit Lucky.  Our first game was Lucky Train which I've posted here about before and was a fun pixel art project.  Our second project was called Lucky Space and was a resource management sim of sorts.  Unlike Lucky Train, we decided to go with pre-rendered 3D graphics to give a more depthy look, and allow us to do lots of animations relatively cheap.  However I really wanted to keep to our pixel-roots, so I put in a lot of effort to develop techniques and make render shaders all to give the same sort of pixel-level attention that our users came to expect.  Unfortunately, when A Bit Lucky was acquired by Zynga recently the old games where shut down.  -So I put together this tribute webpage showcasing many of the buildings we made for the project by myself and Monsoon2D.  I wrote a script to parse the animation data from our game for your viewing.  :)

Here was the result of our hard work:  (warning, 22mb worth of images on this page)
http://danfessler.com/work/luckyspace


45
General Discussion / Pro-Tip #1: Want a job? Make friends.
« on: December 22, 2010, 01:45:11 am »
Just wanted to give you guys a quick tip for getting work.

At my job, I'm constantly on the lookout for contractors.  A lot of companies don't want to risk hiring another full-time body, so they'll look to their art lead to manage contractors for them.  Honestly, the first place I look anytime we need a contractor is in my own contact lists.  It's really a last resort for me to start posting in the jobs forum or contact people I don't know.  So here's a tip: If you really want a good chance of getting contract gigs, make friends with people who are in a position to give them.  Be available, friendly, and good at what you do, and you'll most likely not have to look far for a stable work-schedule.  -and this often leads to full-time positions as well.

-Dan

46
2D & 3D / Character for a game
« on: October 17, 2010, 06:47:48 pm »
just something I made.  Originally the game was going to be 2D, but i've decided to go full-on 3D now.

886 Polys


texture map:
http://calypsonstudios.com/shopkart/racercharacters_tex.png


concept:


47
Pixel Art Feature Chest / GR#042 - Green Forest - Mockup
« on: July 06, 2010, 05:25:50 am »
I've been dabbling with this as of late.  Feel free to C+C along the way.

Current:


Progress:




48
I started a doodle, then ended up with something i started to like.  Hopefully posting it here will push me to continue forward with this.  Who knows - maybe I'll turn this into a full-on mockup.  I've found that I tend to work pretty dark and drab and really have to push myself to make things happy.  Definitely something I need to grow out of.  Feel free to C+C

current:


Past:

http://danfessler.com/dump/tree8.png
http://danfessler.com/dump/tree7.png
http://danfessler.com/dump/tree6.png
http://danfessler.com/dump/tree5.png
http://danfessler.com/dump/tree4.png
http://danfessler.com/dump/tree3.png
http://danfessler.com/dump/tree2.png
http://danfessler.com/dump/tree1.png
http://danfessler.com/dump/tree.png


49
General Discussion / Hue shifting via color-wheel
« on: March 01, 2010, 11:07:46 pm »
This is something I've been pondering about lately.  I'd like to hear your thoughts...



Line B depicts how most people tend to hue shift from one color to another - simply cycling through the colors one direction or the other untill they reach their destination.  -Tweaking the saturation afterward as they see fit.  This is really easy to fall into because of the nature of most color pickers - especially HSB sliders.

Line A depicts how I've been picking colors lately.  I envision it on a colorwheel with 0% saturation in the center - then draw a straight line from point A to B.  The shortest path between the two on a color wheel.  The result of the gradient is much more smooth, and less jarring using this method as opposed to Line B.  If you take your color picker and slide accross the gradient you'll notice the saturation bar (if you're using HSB) gradually slide down, then slide back up again dynamically - Something that you wouldn't normally think about when picking colors by hand on sliders without seeing a color wheel.

But curiously, Photoshop uses some other method which I don't understand.  It's gradient goes through a narrow band of yellow - thus a *longer* path between the two colors.  The result does seem more visually direct (though technically it isn't) - the yellow in the PS gradient is much less noticable than the blue in gradient A... but then again I think PS's shift between red and green appears much more sudden than in mine.  I have no idea what it's doing.  Any thoughts?

50
2D & 3D / Steampunkish kid
« on: December 07, 2009, 01:44:58 pm »
Just practicing modeling from a character concept image.  I painted over the model to try to flesh out the direction I wanted to take this.. but it's pretty rough

Concept Sketch:  http://danfessler.com/dump/steampunksketch.jpg

Model:  (944 tris - wings3d)


Paintover:


I plan to start texturing now, but before I do I figure I should post the wireframe here to see if there are any problems.

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