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Messages - Vinik
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191
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.

192
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.

193
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.
first: last:

194
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?).

195
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.

196
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.

197
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?

198
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.

199
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 :/

200
Pixel Art / Re: Baby steps into pixel art
« on: September 02, 2016, 11:59:25 am »
Thank you! I agree he doesn't look like a world of warcraft or d&d typical bulky wide dwarf, but is closer to movies like the hobbit, where dwarves are played by humans after all lol. But you are right, I'll address it by changing the height back a little (I have stretched him before), or maybe by making the large as wide as the arms, but that might kill what little perspective as seen slightly from above it seems to be in the character.

I mostly liked the repositioning of the eyes, it seems more natural and perspective correct, thanks. I'll get to it in a couple days.

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