Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - surt
Pages: 1 ... 4 5 [6] 7 8 ... 57

51
Challenges & Activities / Re: The Daily Sketch
« on: April 18, 2017, 06:30:58 am »
I like the looseness that comes from indexpainting with a truecolor 'backbuffer' (this is basically how it works in GIMP 2.9) -- you can 'invisibly build up' paint until it passes a threshold and becomes visible.
Please explain. How do you do this in GIMP?

52
Devlogs & Projects / Re: Sprytile - 2D Tilemaps for Blender
« on: April 15, 2017, 06:32:10 am »
I do think you should change your terminology.
This isn't what I'd call a tile map, rather a tile-based model.

I would love to see something like this combined with actual tile mapping, have a 3D grid (ideally unbounded) indexing a list of tile-based models. Would be great for making maps like the Ultima Underworlds.

53
Challenges & Activities / Re: The Daily Sketch
« on: April 03, 2017, 09:46:21 am »
SMS spec tiles:

54
Pixel Art / Re: [C&C] Alien Sprite Character Design
« on: March 25, 2017, 09:20:06 pm »
Design is quite pleasing.
Colours are perhaps a bit drab, but hard to say without an environment to stand against.

55
Pixel Art / Re: Fantasy Miniatures
« on: March 12, 2017, 07:33:28 pm »
Generally, the less important a feature the less you want it to stand out.

If you are going to use high contrast in the background be consistent about it. You've got much darker outline on the bars' silhouette, but barely darker outlines on the wall's silhouette.

However you mean to represent the fire (image painted onto wall, painted miniature, LED-illuminated translucent plastic) it doesn't make sense for it to be near the darkest feature in the image.

Another thing (and pet peeve of mine), the dark outline at the bottom of the miniature bases suggests a shadow-gap which makes them appear that they aren't sitting flush with the board.

56
Pixel Art / Re: Fantasy Miniatures
« on: March 12, 2017, 07:14:23 pm »
The colours of the miniatures are washed out making them look luminous.
Their lack of contrast doesn't help them stand out from the board.
Look up some pictures of actual painted minitures, they have quite strong contrast with deeply shadowed crevices.

Minor background elements have the strongest contrast on the board.
Only thing aproaching black is the outline of the bars.
Outline of the fire is next darkest, which makes no sense.

The floating orb above the wizard's hand doesn't sell the idea of a miniature. Everything needs to be firmly connected.

If you are using tile-based movement the tile grid needs to be more evident.

57
General Discussion / Re: Please explain to me this Pixel Art technique
« on: February 27, 2017, 06:29:29 am »
Ai- How do I start to learn how hair shading works? I don't get it.
Learn to see. Try seeing, try to reproduce what you see, compare what you drew to what you see, repeat.

58
General Discussion / Re: Pro motion animation features
« on: February 26, 2017, 03:06:55 am »

You can also leave the foreground color open (have to click and drag a bit to set it to a pinned state). This allows you to adjust the color without changing the palette color itself. But yes, most of the same caveats.
Yep, that's just what I'm saying, except I'm talking about the palette editor, not the colour selector which is quite useless for colour-limited pixel art.

59
General Discussion / Re: Pro motion animation features
« on: February 25, 2017, 08:17:29 pm »
How does a program that handles "adjust a color" do it better, though?
GGale has the colour adjustment sliders always visible so there is minimal burden to tweak colour values. Aseprite allows you to leave the palette editor open while you work, but you have to reopen it every time you launch the program and in a (usually somewhat broken) floating window too. Also no HSL.

Is there any way to swap/replaces colour in the palette with a single drag+modifier like in GGale?

For merging colours multiselect then merge-as-average or merge-as-first/last would be a nice feature that is lacking in all pixel editors AFAIK.

60
General Discussion / Re: Pro motion animation features
« on: February 25, 2017, 11:43:10 am »
...naming frames & layers is not possible...
Name layers in layer properties. You can tag frame ranges (add a label above them) by selecting a range, right-clicking on the frame numbers and selecting New Tag (much nicer than individual frame naming).

...moving multiple frames at once seems to be not possible.
Select a range of frames, then drag the frame around them (that's the non-obvious bit), same with colours in the palette.

I don't know if I can merge/copy colors...
As above select and drag frame and hold control when releasing to copy colour. Don't know about merging.

Pages: 1 ... 4 5 [6] 7 8 ... 57