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Messages - Vinik
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General Discussion / A linear palette that can hue-shift
« on: September 26, 2016, 10:03:52 pm »
Hello everyone, I believe this the right place to post this, sorry if I am mistaken. Since I have restarted pixeling I have tried to learn about "good" palettes, and, as you can imagine everything points to connected, hue-shifted swatches and keeping a "low" color count. But then again, I keep redoing said palettes for each piece, and I miss the sense of continuity that I had way back when I knew nothing of typical pixel art palette choice, and used basically linear palettes only with slight tweaks. Sometimes I don't feel like hue-shifting at all, sometimes it seems absolutely necessary. Because of that I started experimenting with 4-steps linear, mostly unconnected palettes that can be used to start faster, and also hue-shift pretty well when needed as if it was designed for that. This is what I came up with recently:

I started by tweaking the aseprite's NES NTSC palette which was already in 4 shades and somewhat value corrected, shrinked it by cutting a lot of blues and purples, then started changing the entries the make it possible for any swatch to be hue-shifted as nicely as possible by simply picking the colors diagonally in either direction.

The first row is the palette (40 colors + transparent), the second and third ones are all the possible diagonal shifts. Some shifts are not usable the way they are right now, but I want to keep adjusting it so that all are usable. Even if I failed, it was good exercise, and it made me look at shifts I would probably never think of, but have a pretty interesting effect.

Right now It does not have any grays or desaturated colors for metals etc, and I cant see how to insert a proper red or yellow. I would really like any input you guys could give me on how to make this work and reduce distortions, thank you very much.

Pixel Art / Re: Jungle tileset background.
« on: September 26, 2016, 02:47:37 am »
Thanks, that is what I thought. The solution for properly pixelated light effects surely must be setting everything for the 1:1 internal resolution. The paletted lights and shadows, however is something I've never seen in action aside from 16-bit era videogames, and I am not sure it is worth the trouble (but it is sweet in link to the past shadowy dungeons, I refuse to believe they doubled the tileset and sprites just for shading). Having a palette swap system working, however, seems very useful for various reasons besides light effects. Oh, and sorry for hijacking the thread, I was just curious and I learn something everyday on these boards.

Pixel Art / Re: Jungle tileset background.
« on: September 25, 2016, 04:00:21 pm »
Quick question while you are at it, does the light effect respects the pixel matrix or the palette? I have always considered how it was done in snes zelda, most likely a palette swap for light, and wonder if something similar can be achieved in current engines, all unity or game maker light effects I see break the "resolution" and are unrestrained by the palette. It does looks awesome by the way.

Pixel Art / Re: Here goes a tree
« on: September 25, 2016, 03:38:24 pm »
Hey I am back after a flu, here is the latest attempt, the more I look at real trees and references, the more I see repeated patterns, same-shape forms with regularity broken only by fusion or separation, so I tried to fuse more and got rid of the very small indefinite tufts, but it did loose a lot of texture. Maybe now it seems less tridimentional than the second one, but from the first attempt it is improved, and it there is much more darkened gaps implying branches. Thank you so much Meat for all the help.
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Pixel Art / Re: Here goes a tree
« on: September 20, 2016, 07:30:23 pm »
Sure thing, in general I tend to be overly symbolic in pixels, something I am not when painting or drawing, that is where the rounded, perfectly arched, etc, comes from, and I am actively trying to learn to avoid it.  Int his case I was going for something in between symbolic (general shape) and painterly (rendering), so I ended up with the typical mushroom shaped rpg tree but trying to emulate those lovely miyazaki trees:
, .

I will give it some longer work before reposting, thanks again for the guidelines. Any input for the trunk? (too dark?).

Pixel Art / Re: Here goes a tree
« on: September 20, 2016, 03:10:34 pm »
Thanks for the tips! I first tried to move the central tuft up so the positioning of the light would imply it was larger and "over" on the z axis, fusing it with some of little ones above (there were too many and too close to each other I think). As I went to fill the dark gap under it, I thought it would be fine as a darker empty space and opened other holes to imply the trunk/branches under the foliage. Then I did what you said and removed the brighter green of the lower smaller tufts, as if the larger one over was blocking some light. Then I made the darker green shade a little brighter but I am not sure it helped much.

Pixel Art / Here goes a tree
« on: September 20, 2016, 04:40:42 am »
Hello everyone, so, for a rite of passage into pixel art, this my first ever attempt at a "rpg" tree. Much help needed as obvious, thank you in advance. I cant see how to bring the central cluster of the tree closer to the view, which was what I intended.

Pixel Art / Re: i need help with my tree
« on: September 06, 2016, 03:14:10 am »
I only a beginner, but I like it very much, and I can only fear the day I will set myself to make a good tree, by looking one can feel the hard work it takes. I specially like the counterlight. My I ask if the palette was a general porpose one or made specifically for the tree?

Pixel Art / Re: Trying to stay away from symbolism
« on: September 05, 2016, 02:08:08 pm »
Another exercise with the same intention, made from a character drawing reference here, trying to have natural, non stiff posses, and to keep the clusters more irregular. It is a big mess, I am only trying to learn more about pose and natural or uneven shapes with easier, larger sprites before going back to smaller ones.

Pixel Art / Trying to stay away from symbolism
« on: September 04, 2016, 01:45:51 am »
Hello again, this is me trying again not to go immediately symbolic, and paint more naturally rather draw pixel by pixel leading to a caricature. Still, I can't help but to very soon try to make things more regular, outlined, rounder, perfectly arched, etc, which is probably not the very best way to go about it. Anyway, I like how this turning up, but as it is a begginer's work, I would very much like any pointers on light, and any errors I am making. I suppose the techniques I am using are a bit inconsistent :/

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