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Messages - Roots
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Pixel Art Feature Chest / GR#052 - Castle Wall shading - Texture
« on: June 01, 2011, 08:09:07 am »

Hi everyone. I'm pretty much a total beginner and I'm looking for some advice. I just created the tiles for the upper section of the wall that you see above. What I'm not quite understanding is how to properly shade/texture the middle section of the bricks. I understand light sources, etc. but I don't really get how to shade this properly to give it texture and depth. I've been playing around with it for a while now. In an earlier draft (see below) the "blobs" of the light/dark shades in the middle of the bricks were larger, but I didn't like the way this looked so I kind of cut up the blobs into smaller pieces to see what that would look like.

Could someone explain to me the proper way for shading something like this, and most importantly -why- you would shade it in that fashion? I'm really trying to understand why things are done a certain way, and not just how things are done correctly. Thanks.

Oh also (mandatory plug) this art was created for a role-playing game that I've been working on for a number of years. Check it out if you're interested (its playable).

Hero of Allacrost -

Pixel Art / Critique: Demon Tree
« on: March 09, 2007, 08:36:45 pm »

Another guy created the frame on the left (so don't give me credit for being good, because I'm not  :'(). I created the other 3 frames on the right based on his original. The set of four are intended to represent the tree becoming weaker with increasing damage.

I feel that some parts of my frames look a little rough, particularly on the far right frame. I had intended to have the branches that the fire was burning on look like they were burnt black, but they just don't look very easy on the eyes to me. I don't know, can someone give me some comments/tips on how I can make my three frames better? Thanks

Pixel Art / Re: New guy, go easy on me :)
« on: January 17, 2006, 11:09:05 pm »
A contributor to my art team disagreed that the wood floor tiles needed a fewer number of colors. He did his own modification to my images and explained what he did. In the interest of sharing knowledge, I have re-posted what he did below.

Step number 1:

For a tile that is to represent a flat surface, the luminosity values therein should be normalized to within a small range of values. I've also reduced the spacing between the boards because the boards should be flush with one another, and as far as our pixels go, that makes the spacing between them infinitesimally small compared the individual pixels.  The only reason we draw a line for that is because it's an important detail to show, and there would actually be other ways of making that edge apparent, although this is the one that we're going to use for now.

(these images show the two unique tiles you posted, on the opposite diagonals).

Step number 2:

Desaturate, and drop the luminosity of the whole tile.  This is similar to what is actually done, most of the time, in RPGs like chrono trigger.  You might think that the tile is really bland here and now but you need to keep a wholistic perspective on the design of the game.

Notice how a sprite placed on this leaps out.
Now, we could call it quits here, but there's more fun to come...

Step number 3:

Add a VERY SUBTLE highlight to the top ends of the boards.  Even I initially overdid this, and the image you see is half of what my first guess at an appropriate value turned out to be.

And that wraps it up.  Here are the two tiles you've got now:

Looks pretty awesome to me. ;D I wish I could say I did it all by myself, but then again I am a neophyte to this. :P

Pixel Art / Re: New guy, go easy on me :)
« on: January 16, 2006, 10:31:27 pm »
Yeah, I kind of cheated on the wood floors. I used a texture that was available in the GIMP, then used one of the tools to smooth the edges of the tiles so they didn't look tiled when you stuck them together. That was one of my first works in a long time, so I was looking for an easy by.  :-\ You're right though, it could use far less colors and still look more or less the same, I just haven't had the time to do that kind of refinement yet.

Pixel Art / New guy, go easy on me :)
« on: January 16, 2006, 09:03:57 pm »
I'm more of a programmer than an artist, but I like to dab into the artistic side every once and a while. The following art I created for my game, Hero of Allacrost. Let me know what you think and how I can improve it.

Wood Floor

Set: (I didn't make the sprite, but that's the protagonist for the game there)

Wood Post

Tiles: (I made two kinds of bases here to see how they would look. I think the second one is better)

Set: (I didn't make the sand)


Obviously the shovel needs a lot of work. It's supposed to be made so that it's standing up and leaning against the wall, but I couldn't quite figure out how the shadow should go for that to look right.  :-\

On a related note, are there any good tutorials/tips you can give me for doing pixel art in different perspectives? For some reason I can't seem to do anything well at all unless it's face-on.  :(

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