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Messages - Ozego
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2D & 3D / Re: Experiment: using AI to turn pixel art into paintings
« on: June 27, 2019, 02:21:06 am »
screen-space refinement

I think that's how the raytracing already works. renders at super low sample rate and gets a grainy render, then AI filter magic time.

The issue with using this for pixel art is that you really should be using a deep filtering which has been trained using pixel art training data. But who wants to manually up-res down-res thousands of artworks for training data?
With a raytracer it is easy, you just render once at low samplerate and then at high sample rate and use these as training data.

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: June 27, 2019, 02:08:24 am »
Looks amazing. What is your process like? I can tell that the ships are put together using mulitple billboards/imposters but I can't grok how it was made. Could you show your sprite sheet?

Pixel Art / Dreamquest
« on: October 05, 2017, 07:57:03 am »
Rough concept art for endless runner.

Pixel Art / Little Aliens
« on: September 27, 2017, 12:22:38 pm »

Charisma, Psychokinesis, Dexterity, Strength and Intelligence

General Discussion / Re: New here and to pixel art.
« on: January 26, 2017, 03:48:36 am »
Here is the book that taught me how to draw:

Here is the tutorial that first taught me how to do pixel art:

Both of these are old, I am sure there are youtubes and modern stuff that can help you more.

But theory doesn't work without practice. You'll want to get some milage, fast, because the first 10,000 pieces you make will suck. They do for everyone. But that doesn't mean it can't be fun! Here's some advice: Create something every day, but don't spend more than than a day on one thing at first. In the beginning, stick to what you really really like and focus on having fun. Look at other people's art for inspiration but never for comparison. Only compare your own art to your older work. Show people your progress.

Actually vector is used a lot now. It is default for a lot of mobile game developers because it allows to update graphics to higher pixel density when devices and hardware become stronger and is easier to use with making marketing material. Honestly, when you are good at vector it becomes faster than raster since there is no cleanup phase. It also means you don't get 1 star reviews because the art "looks pixelated". :/ Here are a couple of picture's from my day job made in vector:

But it depends on what art style you're going for; if you like pixel art there are plenty of examples that prove that it works. So figure out if it is really vector you want. Pixel art works fine. Just make sure your art fits the game. Don't chose your artstyle based on assumptions like few games use pixel art. Analyze what kind of game you're making; figure out who it appeals to. Develop an artstyle which will both appeal to your audience and communicate what the game you're making is.

Here are the industry standard tools:
Vector: Illustrator; you will also need a mouse.
Raster: Photoshop; you will also need a wacom tablet.

Photoshop 5.5

Pixel Art / Re: Trouble with cyberpunk color pallettes
« on: January 12, 2017, 01:58:19 pm »
I think you can do it in pretty much any color composition you chose, just remember that in cyberpunk nation it's always night.

Challenges & Activities / Re: The Daily Sketch
« on: January 05, 2017, 06:25:14 pm »

20ish minutes speed paint head.

You're doing great progress man. I have a challenge for you; try to do some sketches where you tilt the head or have limbs coming towards us in z direction. Break them comfort zones!  :D

Pixel Art / Re: Library title screen design
« on: January 05, 2017, 02:11:26 pm »
First of all I really like your shingles. They have a really nice shape and the shading is convincing. I wanted to do a proper edit and maybe I will when I have more time, but for now Here is a sloppy edit with my first impression.

Heya Aniki, remember where the horizon is, the perspective of the roof needs to go the other way. :)

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