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.


Topics - Helm
Pages: 1 2 [3] 4 5 6

21
General Discussion / Anybody have any questions?
« on: November 10, 2009, 03:36:10 pm »
I've been thinking about the critique process and how we could attempt new things, so here's one. Does anyone have specific questions about how a specific active artist in the forums does things? If so, why not ask directly and perhaps they'll answer, perhaps someone else will answer, perhaps we'll have a bit of a dialogue. The difference I'm aiming at is between being told something and having asked to be told something. Critique as we do it in the pixel art forum isn't much of a dialogue (though sometimes it is) and I've always thought the learning process works better when it's directed by the one asking to learn. So why not try this? I will - of course - answer any questions directed at me (with examples if I get the time) and if you ask any active mods I'll try to get them to answer (with black sorcery) but other users it's up to their time and courtesy. Let's try to break away from the 'hi here's my art, fix it plz' mode of critique we've been doing for a while, not that it doesn't work, but other approaches also might work.

The more specific the question, the better. 'How do you make your pixel art' begs for a tutorial, and I've attempted something like this before. But here let's be more specific about techniques, styles and processes, right?

22
General Discussion / Rings of Power (Genesis/Megadrive) World Map quest
« on: September 23, 2009, 04:32:25 am »
I love this old Genesis game 'Rings of Power'. You can learn more about it over at mobygames. It looks like this:


What I've wanted to do for a while is make a pixel-perfect full world map of the game (it has a seamless world) but doing that by hand would be extremely painstaking as the game is huge and you only see 10x10 tiles on the screen at any one time. So I was wondering, do any of you have leet genesis hacking/mapdumping skills? If not, do you know on which internet community I might ask where they do?

that's a shot of the in-game overworld map stitched together:



Look at a section of the in-game map up close



Obviously the game feeds from this overworld 8x8 piixel tile map to recreate the terrain on the fly in the game's engine. The data it checks for each tile probably just is something like 'face, elevation, tile type'.



Of course feel free to discuss the game and its graphics, for all its shortcomings, it actually succeeds in many places. I might make someone like that one day.


23
http://asides-bsides.blogspot.com/2009/05/mandy.html

I could have posted this whole article here but I think it might be of interest to a more general audience also. Discuss and comment as you desire.

24
General Discussion / Ramblethread! A brainstorm approaches!
« on: March 05, 2009, 12:21:08 am »
This is an idea repository thread for a tutorial I'm planning to do that deals with fundamental aspects of pixel art. At first it will seem like an incoherent mess. I will post here when I have ideas I want to come back to and put in order. Feel free to discuss them with me or offer counters and examples. Eventually the text will be pruned and images will be made to explain the vaguest points and something useful might eventually occur.

Please keep in mind that these are thoughts constantly under consideration, not my religion. It is possible I might discard some or most of the fundamental ideas behind this before I'm done with a final text. This is why it's titled 'brainstorm'.

----------------------------------------------------

Pixel art is like a Go game. Every pixel placed contributes towards a struggle between intentions that will eventually end in an state of variable equilibrium between the opposing forces. Anyone that has played Go knows of the feeling of immense mental strain when they place one piece down on the board and they ponder on the eventual ramifications of that single move towards all the clusters of pieces across the board. A piece feeds on the vital space around it, you see. Not all pixel clusters can live, some will have to die for the purposes of other, more important - towards the whole of the game - clusters. Go is a holistic game, a game about sacrifice and a game about grace. Likewise, drawing with pixels results to similar concerns of balance between clusters of pixels and their optimal positions are again about sacrifice and grace.

Let's consider what a cluster of pixel is as opposed to a single pixel.

This is a single pixel: .
This is a cluster of pixels: _ or that: ,

The cluster of pixels is made from single pixels. However, a single pixel is most of the time near-useless and meaningless if not touching pixels of the same color. 
The pixel artist is concerned with the shapes that occur when pixels of similar color touch each other and convey an opaque, flat, shape.
Most of the defeats and possible triumphs of pixel art occur in that exact moment where the artist makes a cluster of pixels.

What are the defining characteristics of a cluster of pixels on the morphological level? Besides those obvious and common with other types of art (like the information inherent to the color in terms of value/brightness, chroma/saturation or hue/tint that the cluster possesses) we are interested in the particular characteristics of that body of color as pixels. The characteristics of the shape are defined by its outline. It could be made out of straight lines, 'perfect' angled lines (will return to perfect lines later), implied curves or irregular (or jaggy) lines. A cluster has often many of these attributes around its outline. The prime job of the pixel artist is to find the ideal shape for every cluster while considering how they all come together to represent the item they are rendering. It is my belief that there are almost ideal shapes for clusters of pixels and they are those that achieve a twofold, yet holistic goal: how to optimize the resolution of the image. "What's this?" I hear you say "but isn't the resolution set anyway?" The real resolution of the image certainly is. But the fake, that is, the perceived resolution of an image is in the hands of the capable pixel artist, higher than the real one.

There it becomes important to realize what the available fineness of resolution exists for the piece of art the artist is trying to render. The less colors the artist has to convey his image, the more the available resolution tends towards 1 pixel = 1 pixel. The more colors the artist has, the more they can approximate, fake essentially, higher resolutions by proper buffering. Look at this image:



The 256 color gradient makes it impossible to even notice a pixel. The effective resolution here is considerably larger than if the artist had 4 indexes to convey the range between black and white.

In pixel art we do not deal with 256 color gradients, however and therefore the effect isn't anything bigger than perhaps 1 real pixel = 0.75 fake pixels, but it is still a very important thing to consider and makes or breaks great pieces. When looking at a piece of pixel art, the artist should be able to evaluate how many colors can be used to blend clusters of pixels better so as to optimize towards a finer resolution. This is not a point of stylistics, this is what pixels long to be, that is their ideal form. Any style can benefit from this process.

A beginning pixel artist should always start with very constrained palettes, where hue and saturation do not matter, just value. Gameboy 4 colors is excellent. Small sizes, small palette. 1 pixel = 1 pixel there and they can worry more about dealing with how clusters of pixels long for their perfect shapes together rather than care about anti-alias or dithering and other advanced resolution-upping techniques. If you can't render your item with 4 colors in a gameboy screen, you will not be able to do any better at 800x600 with 256 colors or more.

What is the perfect shape of a cluster? It has to do with its outline. The juggling act here is to think of what you're trying to represent with your pixels and then try to retain its essence while at the same time making the clusters you're using to draw it become as close as they can to 'perfect' lines. Perfect lines are the 90 and 45 degree ones. Curves can be assembled from smaller segments of perfect angles also. Avoid single pixel noise. Using perfect lines, before the artist even starts to anti-alias manually, the contours of his clusters should be as close as they can be to 1 pixel = 1 pixel resolution.



A is a freehand doodle line of pixels. This is an implied cluster too, even if it's a line. B is the same line, cleaned manually until it's made of the safest couplings of pixels possible while still retaining the intended curvature.

On the detail of A we see that the jaggies hurt the resolution of the image by conveying larger pixels than our computer monitors are capable of displaying. This is effectively, the bane of pixel art. Banding does this. Bad AA does this. Bad dithering does this. Pillow shading does this.

--

to be continued. Let's discuss while I think.

25
The topic above is misleading. I do not think pixel art as we know it and it formulated in early 1980's was informed of how the Italian masters worked. I do however think important artistic parallels can be drawn between the techniques of artists separated by 15 centures of history, and that in itself is a very useful lesson. It shows us that good artistic practices are independent of 'pixel art tech' as we have defined them here, and how also common faults we see in pixel art are seen in their art as well which tells us again that they are more an aspect of general draftsmanship than they are pixel-art specific errors. Let's look at some scans I've done from details from various religious sites in Ravenna:


First of all this  is an important picture to show the actual scale of a lot of these images and the 'intended res' they should be viewed at. Also it's worthwhile so we can appreciate that they didn't have no clone tool or anything and everything is made bit by bit, not even floodfill! (I guess this shields them from allegations of being NPA  :D)

Let's look at this amazing detail. Note the expressionistic color palette... hue shifting towards blue on some leaves. Check out the colored outlines around the fruit. Look at the highlights on the rims of the basket. Solid black outlines on the basket to separate it from the foliage too. As usual in Byzantine art, strong and saturated dark colors are the norm, seeming to glow with an inwards - divine - radiance. Look at the artist trying to reconcyle the religious dictum of how things should be shaded (blanket-shaded was mandatory! inwards glow!) and still give it a few naturalist highlights like in the fruit or rims.

Let's look at this proto-Mondrian painting. Check the palette vibrance. On decorative strips is where a lot of these religious artists got the chance to express something more than they were told. This is very easy to repixel too. Look how every stripe practically hue-shifts.

Sorry for book shine, I didn't want to slaughter it. Here is a great example of the Byzantine 'inwards glow' on the faces and clothes of the angels. Look at the gold background, that is Heaven.

Say hello to emperor Justinian. Not a very pleasant fellow, hm? Brilliant man, though. This is an amazing piece of art in my opinion. Check various face shades, some more red, some more brown. Imagine looking at this above you in the ceiling suspended in the Heavens, enshrined in golden grace, judging you with that stare. The point of religious art is to impress upon the viewer their punyness as in relation to the divine. And Justinian felt it useful to be thought of as divine. Job well done, then.

A bit of humour then! HAY GUYS WHAT'S UP. I love this bird. I love the vibrant colors I love the amazingly pronounced hue shifts in its feathers, I love the black outline (the fore leg breaking out of) and generally  I love everything about this. I might repixel a copy of this to use as an avatar later!

And also here's some MoSaic Paint pixel art!

Here's a mockup. Useful to see how the elements look in relation and more from afar. Check out how the white bits around the pieces don't show so much but make everything appear a bit glowy.

So, feel free to post more mosaic art, discuss it or even repixel bits and pieces in our modern tech and see how they'd look!

26
Pixel Art / Pixeling : The Indexing (Helm card)
« on: February 09, 2009, 06:00:00 pm »
That's a pun on Magic : The Gathering, or Changeling: The Dreaming or what have you. A metaphorical card game that Souly actually wants to make. Details here. Personally I'm not interested in an actual, playable game at all, just interested in pretty cards and silly/cool flavor texts. In fact I think collectible card games are a blight on the tabletop gaming industry. This doesn't stop me from admiring some mechanics and such in some of the top games, but the impulse to buy buy new expansion pack or fall fall fall behind is a bit unethical for me. I realize that this version wouldn't actually cost anything even if it's made but still it's too close to a business model I actively dislike, for comfort. So I was reading Souly's thread and felt inspired to do my own card regardless of the actuality of the game being made. I've gotten this so far:


(if you open it inside your animation program instead of in-browser, it animates much faster)

I will make a border and some silly flavor text further on (suggestions are welcome! I have some ideas about power effects but actually me writing my own flavor text would best be avoided, hah). As always feedback is appreciated, though keep in mind that I'm pretty happy with it and might not alter it significantly.

16 colors double palette... uh... what else to say. Extremely saturated palette on purpose, wanted to capture a pretty harsh digital aesthetic thing. Mostly perfect angles so there isn't really much need for laboured aa in most places... As you can see I completely skipped dithering as it would hurt the angularity of this one. No reference (besides standing up a few times against the mirror) as likeness isn't really a big deal for something like this.

27
General Discussion / THE MUSCLE BABY THREAD
« on: October 22, 2008, 09:30:08 pm »

first google image result for query shall be our host

I am fascinated by the muscle baby thing. You know, top-down RPG sprites without clothes on with very - usually - defined musculature. I try to understand how it happend and how these sort of sprites don't creep everyone the hell out like they do with me. What I want in this thread is to examine this phenomenon closely. I ask you all to post all the muscle babies you find here. Direct links to images would be best. From pixelation threads (with appropriate link to thread below too), from elsewhere, your own, anything. I'll make one too at some point as well. This thread is not about ridicule, it's about understanding. Help me understand. Post muscle babies.

28
Pixel Art / Plotting Revenge
« on: September 14, 2008, 08:34:23 pm »
Hello. I started making a new piece as of late. It's tallpixelled! Crazy!

current wip:



steps one, two, three, four, five, six, seven.

Here's the drawing it's based on.



The changes of the facial characteristics are intended as you can't really do those sharp lines as well in tallpixels.

I will be working on this pretty hardcore until it's done, so crit away while it's still at an early stage!

I am aiming at an end of 32 colors.

29
Challenges & Activities / PIXEL ART DAY, STAGE 2!!!
« on: August 07, 2008, 11:30:01 pm »


Use this palette! Make 16x16 icons. Likeso



Any person is free to make any number of tiles they feel like that can be completely unrelated to my tiles or they can continue some of my tiles. Anything from 1 tile to 16 of them. They post them here. Tiles will pile up for a few days (I'd say 'whatever we do just today!!' but I think that's pretty unrealistic. Anyway we'll know when we have enough) making little 'exquisite corpses' with each other. Try not to make too many tiles that continue your own tiles cuz where's the fun in that? Keep in mind you don't have to follow anyone else's tile if you don't feel like it, you can just make your own stand-alone tiles.

At the end of a set time we gather up the tiles we have and we can then do two wonderful activities. One of them is to assemble the connected tiles in obvious (and less obvious!) ways. At this stage we are free to alter the tiles of another person slightly (background colors etc) so they fit, but not super-too much, where's the fun in that. After - or sideways - to playing exquisite corpse with each other, we can see if we can make bigger pictures with the tiles we have acting as meta-tiles. The possibilities are endless in this! After a week is done, we collect and make a banner and feature as usual, listing the names of the participants and giving out cookies for happiness!

This ends on 16/8! Get to it :)

30
General Discussion / PIXEL ART DAY, STAGE 1
« on: May 20, 2008, 08:30:49 am »
Let's create a pixel art day so we can celebrate it each year with live sacrifice and the like! First stage is to find out which month is the predominant month of birth of pixel artists. When we're done with that we shall set a specific day. I will let this poll run either for a full month, or until we have 200 votes or so. Do we even have 200 active users? We'll see! Participate, these things matter! :D

Pages: 1 2 [3] 4 5 6