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Messages - Pix3M
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231
Pixel Art / Re: new pixel artist
« on: April 16, 2013, 06:45:38 pm »
You should know that the sprites and background still isn't very consistent in style. This is what the squirrel hero would look like if he was done in the same style as the backgrounds.

Everything made of blocky rectangles!  :crazy:


232
Pixel Art / Re: new pixel artist
« on: April 16, 2013, 04:35:29 pm »
I have the screen size for the ipad, 768 by 1024. Now when your talking about 256x224, were you referring to the background or just overall screen size? the background is 3000 by 750..

I was referring to the game resolution. Not the size of the background, not the size of your monitor or screen. If I were to play a game like Cave Story, despite having a 1024x768 monitor playing it in full screen, the game resolution is actually 320x240, putting aside technicalities involved with fonts.

If I paint at the normal image size is there a way to get my pencil brush to snap to the larger grid per block? I would take my large image say the tree and go from its normal size to a 100 by whatever and then paint it because I was able to paint per pixel block..anyway to keep it at the normal scale and have photoshop adjust to it? hopefully that makes since. when i paint at a larger scale it lets me paint all over the blocks and never just fills the blocks in fully so it loses the effect of being blocky.

An easy way to have your brushwork to snap to a grid is to work at a very small size and use the pencil tool. If for some reason you need it bigger, scale the dimensions by a factor of a whole number. A 16x16 sprite should scale cleanly into 32x32 or 48x48. Do not think of scaling it into resolutions like 24x24, and do not try editing your work after scaling it up. If you need to make adjustments, undo your scaling; if you made your 16x16 sprite into a 48x48, making every pixel nine times bigger then scale it back to 16x16, making every pixel exactly nine times smaller.

233
Pixel Art / Re: new pixel artist
« on: April 16, 2013, 04:43:55 am »
Not sure why the screen shot is like that. Im using photoshop and have Image interpolation it set to Nearest Nieghbor seems to work well with scaling up images. Not sure why my screenshot looks blurry.

Your screenshot is blurry because it's a jpeg. I'm not sure if it was the host automatically converting your screenshot into jpg but either way, it's a bad file format for pixel art. To make it more easier for others, I've looked at your game for a bit and pulled a couple of screenshots in PNG format.



I paint the image at a small scale to give it that edgey pixelated look. When I try to paint on a larger canvas the style is gone because the edges look to smooth. Whats your thoughts?

Here is the game.

www.dwbailey.com/images/squirrelnutsProduction.exe

It would help if the art style was consistent. The text is not blocky but is rather 'smooth' instead. Our main hero isn't made of giagantic rectangles while the background is definitely made of big blocky rectangles. There are a number of elements that are rotated. Rotated, skewed pixels like what you find a lot on the second screenshot looks weird because everything else is made of squares, not rotated squares. The acorn net is a weird combination of blocky and blurry. It was animated with the help of a transformation tool that creates a lot of antialiasing that creates a level of blur that looks out of place in our game world.


I also noticed the enormous resolution of 1024x768. A tiny resolution like 256x224, one used by the SNES is already more than enough pixels for an artist to be able to draw something. Only thing is if your programming knowledge goes far enough to be able to get the game to scale the screen by a factor of a whole number. Pixel art is much easier to make at smaller resolutions as well. Working too big is probably the most common mistake a pixel artist would make. I see possibilities of a blocky, rectangular style working out but it doesn't seem to be a style that's easy to do especially not for artists starting out. I would either follow Cy's advice to redraw your stuff in your intended resolution, or just go with a smaller resolution so you will still get your blocky aesthetic but benefit from a more consistent resolution.

234
Pixel Art / Steampunk-ish clocktower practice tiles
« on: April 15, 2013, 05:21:03 am »




This was made just for practice for a coming Ludum Dare Jam. A friend and I, both part of a team for that jam decided that we should make a random mockup with music that goes with it. I found some random noun generator and three of four words it generated were "mechanic, clock, and tower".  I went in a direction of a steampunk setting. This was an interesting challenge since I've never took a shot at a steampunk look. I can be better at this if I do and study steampunk settings more, but otherwise I'd consider this beginner's work.

So, I end up making something that might look like a puzzle platformer... valves and clouds of scalding steam and such.

I wasn't necessarily aiming for perfection and there are some mistakes I'm aware of. Clock face is heavily unfinished but left it like that when I realize there's more important stuff to focus on. Legs are under-rendered, and for some reason I'm having difficulty coloring the handwheel. The random circle on the tilesheet was supposed to be a gear but gears of this size seems pretty annoying to do.   :ouch:

Anyways, I wouldn't mind having pointers to where my abilities with environments are at this moment in time.

235
Pixel Art / Re: Character(Girl) C+C #RE-POST# and some more things
« on: April 15, 2013, 04:50:04 am »
White background?  :-\

IMO it's harder to think of criticism with these tiles if we don't see how they are used in practice, probably what's most important.  Think you can make a mockup to show us how these sprites and tiles are used? It will also greatly help the presentation of these assets as well.

236
Pixel Art / Re: Game DUMP (C&C)
« on: April 15, 2013, 04:46:58 am »
Huh, for some reason your down-facing punch does give your character a bit of anticipation. Like an actual punch, a person would move their arm back then throw their punch. That is missing on the other directions most noticably with the one facing up. The side-facing punch sort of has it there but it could be more clear.


237
Pixel Art / Re: [wip] Humanoid Mecha C+C please
« on: April 14, 2013, 06:11:25 am »
Hours and hours? Here's a tip to make things faster: work with a smaller canvas size.  ;)

350x566 has more or less 198100 pixels in it. If you work at 64x64, there are only 4096 pixels.

238
Pixel Art / Re: [wip] Humanoid Mecha C+C please
« on: April 14, 2013, 04:35:34 am »
I really like that design.  ;D

As for coloring though, sometimes bad coloring can be revealed if you were to turn it grayscale. Ideally, you should be able to distinguish your forms and your shapes apart very easily even if you turn an image grayscale.



Good colors schemes tend to have colors that have a clear value contrast. Good color schemes that have a small value contrast tend to use just light colors and focuses on hue contrasts instead. I made the skin lighter than the hair, hair lighter than the gray, and the gray lighter than the blue. I also made the gray more cyan since I felt that color looked out of place somehow. That's what I did with the first round of edits.

Areas with stronger value contrasts also tends to be good at bringing attention to themselves. I fiddled with how your color scheme was used since it really tosses the focus of your character design all over the place. Now, most of our value contrasts should be mostly found where the skin is.

EDIT: Was a bit careless with my edit, but hopefully anything else I'll notice about my edit shouldn't bother me now.

239
So not exact 16x16 tiles, but rather elements that can tile together and be re-used?

Don't think of your tiles as tiles. If possible, try to draw them as a scene over a grid. This way, I find that I am more conscious of how my tiles look in practice, and I find that it helps avoid making tiles that don't tile well, and in general make stuff that kinda reveals a tile grid. You could probably draw a 128x64 section of wall over a 16x16 grid if you want, if you're up to working that large.

240
Pixel Art / Re: Clyde - WIP, Newbie, C+C appreciated
« on: April 11, 2013, 08:11:27 pm »


Click the image as these forums have a nifty feature that images are zoomed in when clicked.

I made a quick but totally workable example of what I think might be more convincing for what I think you need. I went with a cel-shading sort of shading, and a cool-colored light source from above. I also avoided the use of highlights as it's not something you really see in rougher textures like that of a trenchcoat.

I don't think I am a shading expert but as far as I've understood shading, it has more to do with how shading works than how a particular object is shaded. I find that to really understand shading, you gotta see how it works in real life - how light sources cast shadows and how it can change colors of an object, bunch of other details as well.

You could also just look at a picture of a tenchcoat (with great lighting) and see how it's shaded to help make sure your shading is solid. Be mindful of lightsources though.

Also, never save as a JPG.... or did the image host turn your image into a jpg? ??? Saving pixel art in that file format is like stuffing the essay you did for homework into your pants pocket.

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