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Messages - Rawsushi
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11
And you're at that point, sadly. When dealing with shiny objects, it's best to use dithering sparingly if at all. As not to derail this thread even further, I'll do a quick edit and post it in the "[WIP] Small icons..." thread.

12
Pixel Art / Re: [WIP] Small icons and game tileset - critque please
« on: March 11, 2010, 12:43:38 am »
Curses, Helm! You got yours in before mine, and it's a hell of a lot more complete/fun.



Regardless, here's the version I whipped up. It has MORE colors than Helm's and is very much incomplete. That said, it utilizes dithering in a way where it's not terribly noticeable. Meh.

13
There are several reasons for choosing to use dithering in a piece. Aside from creating textures, it's also used when trying to keep color counts to a minimum, or when working with a predefined palette. I feel as though there's a stigma attached to dithering because of it's misuse. A lot of beginners use it on smaller pieces, or use only a 50/50 (checkerboard) pattern, or use it when the palette's contrast is so high that the dither work sticks out like a sore thumb. There are certainly times when it should and should not be used.

Dithering is most impressive when you can't tell that it's being used at all.

You certainly could just add another color to your palette in place of a dither pattern if you're working without restrictions, but there comes a point when you may as well just not do pixel art at all, you know? Might as well just switch from PENCIL mode to BRUSH mode.

14
Pixel Art / Re: Video game characters*Updatered*
« on: February 15, 2010, 02:19:38 pm »
oh and I have a request.  Can someone make an edit that makes her chin less sharp?  I've tried multiple ways to get it less jaggy but I failed  :P


15
Pixel Art / Re: Second Try For Tree
« on: November 25, 2009, 10:04:12 pm »
What size?

What size brush? I switched between a 1 pixel and 3 pixel brush.

16
Pixel Art / Re: Second Try For Tree
« on: November 25, 2009, 09:40:38 pm »
Okay. Maybe this will help. Here's how I'd start it:

Step one: Draw the bare tree. Think about what a tree would look like if it had no leaves.


Step two: Draw the back layer of foliage. Here you can further define the look of the tree. Don't worry about the shading or minor details.


Step three: Draw the front layer of foliage. Again, don't worry about the shading or minor details.


Step four: Define the direction of your lighting by casting shadows onto the trunk of your tree.


I think if you can get to this point, it's just a matter of detailing, tweaking colors, etc.


17
Pixel Art / Re: harmonious world
« on: November 24, 2009, 04:33:20 pm »


Quick edit.

The angle in which the feet are pointing freaked me out. When I stand, my feet tend to point...hm...  Maybe 45 - 90 degrees.

This is actually a bit hard to critique because as much as I want to help the the animating process, I don't understand what I'm animating and why. He's obviously doing a little bounce but... who does that? I made the bounce less bouncy in my edit, but I still think it'd be better to just have the guy stand still and maybe just animate him breathing.

Something else to keep in mind: The idea of adding subtle movement to the hair is nice, but it gives the illusion that there are gale-force winds. If this is for a game, the winds will change with the direction the character faces.

18
General Discussion / Re: I am looking for Joshua Astorian.
« on: November 17, 2009, 10:59:26 pm »
I think it would be wise to remember that paying up front is both risky and, quite frankly, unprofessional.  If someone asks for a large lump sum up front, that's typically because s/he is in dire need of some quick cash.  Maybe a warning should be added to the "READ THIS FIRST" post.

19
Pixel Art Feature Chest / Re: See rat run. Run rat, run.
« on: August 18, 2009, 11:20:38 pm »
Conceit: No worries. :) You're right in that smaller rats, when they scurry, don't move nearly as much as my animation. Larger rats (like some seen in the NY subways) hop a lot more.  My animation is a bit over-exaggerated; I was shooting for something Disney-esque. Honestly, I'd never really studied a rat's movement until after I was well into this project.

I do plan on having a green vapor coming from the head and/or face--- and maybe from some open wounds as well. He NEEDS it!

Also, yes, I'll be adding more detail and rendering him properly once all of my primary animation is done.

PS: http://www.youtube.com/watch?v=D2jEM5aHHJc   \o/

20
Pixel Art Feature Chest / Re: See rat run. Run rat, run.
« on: August 17, 2009, 09:05:38 pm »
When I started working on the tail, I had to research the actual movement first.

http://www.youtube.com/watch?v=VSxhN6qhAXU

Really, the tail should be even more stiff, but I REALLY didn't want to do that.

fortunato, the mouth is a little jerky at the moment. I'll add that to the list.
 
Dex, I'll certainly be adding more detail, as I want the the rat to appear more grotesque; I might even expose the skull. We'll see!
As for the speed, he is moving a bit slow, but it's already running at, I believe, slightly under 30 fps. (At least, it SHOULD be. Perhaps your browser is slowing it down...?)

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