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Messages - Vinik
Pages: [1] 2 3 ... 21

1
Pixel Art / Re: Trying with bigger objects
« on: January 25, 2020, 12:13:51 pm »
Perhaps you would like more contrast even if it's just color blocking, just so you can visualize things better while studying.

For complex tridimensional shapes, I suggest always starting with pencil on actual paper, breaking down shapes into primitives such as cylinders for the phalanx and spheroids for the finger tips and the palm pads.

In this take, the middle finger is a little too curved considering the index finger is more relaxed. It so also looking a bit noodle like instead of divided into finger sections, but that can be a consequence of (still) small scale for that amount of detail.

It could very well be this curved but then ring finger would be more clawed as well, since these fingers tend to no be so anatomically independent of each other unless forced into positions.

Keep it up, it's an often repeated saying, but hands are hard, I have slot of trouble with that.

2
Pixel Art / Re: Here goes some library tiles
« on: January 22, 2020, 03:01:49 pm »
Depending on how this is implemented, you may be able to save time and space by having the shadows be their own solid-coloured tile layer that sits between the floor and the objects. If you choose its colour and opacity wisely, it could look as nice as bespoke shadow tiles, but with the ability to use the shadow tiles on any surface. Since it doesn't look like the floor texture affects the shadows anyway, there doesn't seem to be much need to have dedicated shadow/shadow-transition tiles for every floor type, and you can probably get away with some simple blocky shadows for most objects.
Now that's a good idea. In fact, since I have some sort of palette LUT to enforce showing colors from the palette for some effects, I really could try to make all shadows be on layer with alpha. If I have some fixed levels of black+ alpha matching the average value distance between the color steps, it "should" render with a fitting shadow color from the palette. Probably without much hueshifting, unless I can hack it by putting some red or blue in the black to make the LUT choose a shadow from a more distant hue lol. Great idea :y:

3
Pixel Art / Re: Here goes some library tiles
« on: January 19, 2020, 06:08:54 pm »
Thanks for the edit chonky, I am seriously reconsidering straight down shadows. The reason I committed to front light from the beginning was pretty much to save time, since I'll be making a lot of assets in the same style, and front light allows for mirroring tiles. I have been given this same warning before, and perhaps I have underestimated how much angled lights impact in selling tridimensional volume. I'll have to munch on this for a while, it would change a lot of things.

4
Pixel Art / Re: house/shop
« on: January 19, 2020, 06:00:33 pm »
I honestly like everything here, except for how you rendered the pushcart, since you have some hard banding there, you should make the second brow shade  AA strips shorter on the bottom of the angled beams as you did on the top, avoiding having pairs of 4 pixels wide clusters vertically aligned.

As for the houses, I really don't have anything to add and I think they are very nice. I see no problem with the blue roof. Perhaps you are reading it as detached because there isn't a larger shadow beneath it like with the other two houses, but I wouldn't change what is working well. The houses do seem made of different materials, but they all look to be fitting in the same style to me :)

If I were to nitpick, perhaps the horizontal boards on the bottom of the middle house could be shaded differently than just a rectangular shade all around their shape. The same could be said of the horizontal suspended floors of the first house, and the fix would as little as pushing a few pixels on the extremities to avoid making the shadow hug the outline on the sides.

I love the palette and its clean use here by the way.

5
Pixel Art / Re: Here goes some library tiles
« on: January 18, 2020, 04:15:42 pm »
Dithered shadows, yes or no?


6
Pixel Art / Re: Here goes some library tiles
« on: January 17, 2020, 02:48:28 pm »
@Chonky and @eishiya: thank you for pointing towards how wrong the shadows are, and sorry to the late reply, I was out of town these days! I was never trying to be too accurate with the shadow direction, but you are right. The idea was that I had a hard light casting shadows coming from the north and a softer/reflected front light illuminating the faces of objects, with equal falloff on either slanted faces of diagonal walls. However I'll need to check reference, I was under the impression that a north light would make the slanted walls cast shadows in this situation. Thanks again for pointing that!

Edit: uh, looking again, if I were to consider a single light source for this, it would be coming from the south and more from above, to give those highlights, so the shadows would actually be behind the objects and not visible at all  :blind:

@Chonky Pixel, yes that kind of subtle texture around the shades areas and randomly splashed as texture on the main surface is indeed what I plan after eishiya suggestion. However, I find it rather difficult to choose where to texture and where to leave it blank to achieve an organic look. To me it seems to be like a particular kind of skill that lack, and I mentioned in a previous thread that it feels like "Zen gardening" to me, and I am awfully bad with it :/

Sorry for not posting updates right now, I have something soon, and thank you very much for all the attention and critique :)

Edit: tried my best to use all input mentioned here. I tested generating shadows with a north facing light and the slanted ones did cast shadows, but I think my shadows were too long. I also switched the grey for another one in the palette which is a bit more greenish to simulate getting some diffuse light from the walls. I hope the books shelves look more caved in and the books more 3d. I tried some natural/random detail placement, too much?



7
Pixel Art / Re: Here goes some library tiles
« on: January 10, 2020, 04:14:00 pm »
Oh, thanks eishiya! I am not a fan of dithering, but suggestions 1 and 3 sound like a plan.

By the "not doing hue shifting" I take that if there is only value contrast (instead of value AND hue contrast) any texturing should stand out a little less, that makes sense. As for the selective detail depending on shadows, that's a great idea. For other sets I was simply going up or down a step in the values depending on shadows, as here for example:


But having less information in larger unshaded areas sounds like a solution. In examples above, you can see the repetition make the textures tiresome. The second take works better I think, because the pattern is larger and not aligned with the props, but I cant make a game with a single floor pattern and that's the only one I am satisfied with so far lol

8
Pixel Art / Here goes some library tiles
« on: January 10, 2020, 02:32:34 am »
When I work with a palette with considerable contrast between value levels (such as gameboy or gbc-like palettes), I often find it hard to texture floors without having the texture look too pronounced. If anyone has some experience with this, how do you handle it?
Comments and Critique appreciated :)

In this case I am using a palette with 4 gb-like values (but various hues) ending in a dark purple + black for extra contrast on outlines and detail on collision objects and walls, but any texture on floors feel to much, even with just the second value next to the one of the flat color. Should I leave it flat?

9
Pixel Art / Re: UI design and organization...
« on: January 03, 2020, 03:13:11 pm »
I think you have a content density and focus issue, and that is confusing you regarding UI. How large is a screen, what is the resolution? Are the rooms going to typically fill the whole screen, be larger than a screen (requiring scrolling), or be much smaller than a screen as shown in the sample? If rooms are going to be this floaty/small in a large screen, are they going to be anchored in the center? On the character? Will the character move? Can he drag the camera? I am betting is a fixed room setup, but the answers to these questions should guide you to knowing how much screen space you have to spare for UI, and how much overlaying it over the game content (and for how long) would be acceptable. Btw, I am digging a lot the whole aesthetic, and everything looks much improved from your earlier stuff, keep up with the nice work :y:

10
Pixel Art / Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art
« on: December 09, 2019, 04:08:02 pm »
Currently working on a new floor tile. There's 4 variations and no edge cases done yet and the wall portion is not finished. Wondering what people think. The outlining is done with a shader I wrote

Its been a while since I checked on this, and it is looking cool! The 2:1 ratio tiles are exactly what I imagined that would work well for your view to accommodate all the different height levels. The textures are lot less noisy, and the colors working together. I agree with Curly that you could reduce contrast just a bit between the two main colors of the flat floor surfaces. Mixing the darker color used in the floor details with the lighter background by 30% or even less might do the trick. Maybe you might want to tint the front facing and the shadowed areas to give it some ambiance? The outlining is pretty readable. Keep up with the improvements :y:

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