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Messages - Vinik
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181
Pixel Art / Here goes a 16x16 character animation
« on: November 16, 2017, 04:33:02 am »
I am pretty green regarding animation, and also have been struggling with making larger 8 directional characters on 2.5d perspective for a while (sight), so I tried to go much simpler and make a 16x16 character to get something done quickly and possibly learn some fundamentals I am likely lacking. So here goes nothing:

Thank you all in advance for any input on it, The feet and arms are the most problematic I think, and sideways jumping is not even done, cant seem to get it on my head. rendering proper posture on these tight areas is quite difficult so I ditched form conservation went for a more elastic kind of character, hands grow when gesturing, etc.

182
Pixel Art / Re: Help - Loose clothing in low-res.
« on: October 22, 2017, 03:48:06 am »
quick edit with contrast/palette adjustments


183
Pixel Art / [C+C] portrait with triangular tiling
« on: October 17, 2017, 02:27:30 am »
As I was experimenting with mapping with isometric tiling in another thread, I became interested in fixed or grid-based triangular tiling and/or brushes as well, and before I realized what I was doing I started doodling 2d painterly things over the map corners, so I decided to turn it into a separated thing a gave it a try on a portrait:

As I am not much an adept of portraits in pixel art (differently from traditional media) I would thank for any comments and critics you could throw at it. Now, I wonder if that general style would be acceptable for an indie game nowadays, as it would go well with  my current polygon-like maps. Anyway I had fun with this one.

184
Pixel Art / Re: Help - Loose clothing in low-res.
« on: October 15, 2017, 02:41:35 am »
Sorry for the delayed answer, but curly's edit covers all I was trying to say. Because of the light source is in front of the character, the hood wouldn't actually get any highlighted areas if the shape remained the same, so to emphasize brighter parts on the hood it would be necessary to enlarge the rim around the darkened face to be wide enough to show brighter clusters on the frontal area, which is exactly what curly did.

Your previous attempt also have some noticeable banding on the left side of the hood, try to avoid sandwiching many layers layers of different shades with only a single pixel between each of the shades, that is what is called banding, and is generally considered a malpractice.

Now, you really should try to make it on your own following the guide lines from the edits, good luck.

185
Pixel Art / Re: Trouble with isometric shading
« on: October 13, 2017, 06:08:16 pm »
Oh, thanks, I'll check into pretty much any game with slanted tiles.
Here I am trying to apply the 7 shades logic on the mockup, also reducing the need for outlines as much as possible:

Notice I shifted the brightest tiles from the top on the mockup to the top left slope just like in the template, and tried to mach the diverging of the two color ramps with the brightness of the corresponding faces.

If I were to keep to plain tiles without further detailing I could even use the ds grid to render mini maps or zoom in dynamically by feeding smaller chunks:


186
Pixel Art / Re: Help - Loose clothing in low-res.
« on: October 13, 2017, 12:44:31 pm »
What you should notice now is that with the new shading of the folds the light on the body part do not match the hood part. For instance, compare it with eishiya's edit, and you will see you had the light direction matching correctly the first time (which is the reason no one pointed it out before), so if you changed it, do it on the hood also, which would be almost completely darkened in this new angle. Also try to keep the undithered pattern consistent and remove the same amount of dither from the hood. There is nothing stopping you from doing a little dither, more subtle, maybe near the lower parts of the outlines as a boundary to a third darker shade of folds, perhaps, but if you decide to do it, try to make it consistent across the whole piece :)

187
Pixel Art / Re: Trouble with isometric shading
« on: October 13, 2017, 06:04:51 am »
Eishiya, sorry for the late reply, busy holiday around here. This is a mockup which shows some of the difficulties of repeating colors, which, as you mentioned, can be solved by other factor on final tiles, such as detail and textures, since the current tiles are basically only a height map to help visualize forms and proper collisions:



I'll have to redraw most of the actual tiles with proper detail in order to match isometric view (was previously working with 4:3 rectangular tiles only).

Curly, thanks for the reference, I'll look into other games with similar shapes, and I do remember a sonic game with isometric tiles which might have something along these lines

188
Pixel Art / Re: Trouble with isometric shading
« on: October 12, 2017, 01:55:59 pm »
True, with dither only 3 shades can cover all possible angles, although the problem would remain that should north-south slopes and top-right diagonal walls ever superimpose each other they would be indistinguishable without an outline:

 However, I am not a fan (or very competent with) dithering myself. I wouldn't dither large areas and full surfaces to represent an intermediate shade for instance, unless in order to give it a texture. On isometric tilesets, extensive 1x1 dithering would also worsen the readability of the borders of surfaces, I think, because it would interfere with clarity of the 2x1 diagonals with the alternation between single pixels of the two colors used to dither.

189
Pixel Art / Re: Trouble with isometric shading
« on: October 11, 2017, 05:32:30 pm »
So, I think that's all folks, I believe I have reached a compromise on 7 shades, which I cannot see how would they clash and break the sensation of volume, regardless of the construction.


I am not completely satisfied with it, but i will do for the time being as light map for any of the objects in the game. Thank you, and sorry to bother you guys with something as simple as a paint-bucket color filling :D.

190
Pixel Art / Re: Trouble with isometric shading
« on: October 11, 2017, 04:53:43 pm »
Dear diary, today I learned Rhombicomboctahedrons are things, and everybody renders or take pictures of them with frontal, centered or uniform diffuse light to avoid serving as reference.







But not all is lost, and apparently the triangular faces can be darker than their neighbor slanted faces, if renders are to be trusted:



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