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Messages - Hugo
Pages: 1 [2] 3

11
General Discussion / Re: Ramblethread! A brainstorm approaches!
« on: March 11, 2009, 01:53:27 pm »
"The realist pixel artist will often make large areas where the resolution is practically infinite (like the shoulder of the girl in the above Lazur bit)"
i don't understand. Would you mean that Lazur places meticulously shaded areas (like the soulder) to make the apparent resolution finer ?

12
General Discussion / Re: A question about 'Selout'
« on: January 31, 2009, 04:36:12 pm »
"Whoops! Sorry I asked, I didn't know there was so much emotion involved."
sorry Ilkke, my comment didn't want to be harsh.  :-[

i just think Selout and Shappe Bluffing are "interpretations", very interesting, but which don't reveal a voluntary choice of the graphic artists of the 1990s (Snk /Capcom for Selout, demosceners for Shape Bluffing). i saw lot of reviews and diskmags us/french of the 90s, and none graphic artists speak of these technics... 


13
General Discussion / Re: A question about 'Selout'
« on: January 31, 2009, 01:38:56 pm »
take a look on that :
http://www.wayofthepixel.net/pixelation/index.php?topic=5253.0
comments from Helm and Pkmays are very interesting.

Demosceners used grainy textures, over-used highlighs, cracks and reliefs on walls, and overlapped shapes, no for "adding topographic detail to avoid having large featureless areas that can be hard to shade nicely with few colors" like you said. i never read others artists write something like that. if they used "shape bluffing", it's only for the style and win compos. so, i think "Shape Bluffing" it's a good idea but it's like "selout", it's your invention.

14
Pixel Art / Re: My first attempts at pixelling - Atari ST style!
« on: August 03, 2008, 12:16:13 am »
with so much yellow you lost the monochromatic style ST. :(
and it's look like if the figure is over-light, wich is opposed to the "funky dither-texture" ; this yellow make too much visible the "circle-patterns" in your dither. add more pattern to create less contrast.and now, the lips needs highlights.

15
Pixel Art / Re: My first attempts at pixelling - Atari ST style!
« on: August 01, 2008, 10:26:36 pm »
first portrait : maybe you should add hightlights on the glass. and less light under the left cheek.
second portrait : more details on the right cheek and the lips, because it look like empty compared with areas fills with the "funky" dither. and the shading on the brow look like strange (zigzag)...
take a look here : "exo7-Profil.gif" http://membres.lycos.fr/abrobecker/STart/exo7/exo7.html

16
Resources / Re: Pixelation : Top Threads
« on: July 19, 2008, 09:11:51 am »

17
General Discussion / Re: Best graphics in a NES game
« on: June 22, 2008, 08:09:09 am »
"Black is also awesome for working in silhouettes, a nice way to imply a lot of detail without actually using more than a color or two to execute it."
yeah, images with sunset creates black foregrounds (only silhouettes). great trick often used with limited palettes.

19
General Discussion / Re: Subjects of Pixel Art
« on: June 19, 2008, 08:25:22 pm »
the demoscener Antony used the "twist dither". see his pictures "Attaks", "Alone" and "Joe Kid".

20
General Discussion / Re: what is the best exercice for begin ?
« on: May 20, 2008, 08:43:41 pm »
Hi Xelados, thank you very much for your answers,

in pixeljoint i look at this Necky's comment  : "I speak on behalf of us oldies. Our techniques have been aquired by studying scanned images when they were pretty rare to get hold of. I used to load up a photo in DPaint (when one was possible to get hold of, which wasn't very often) and study it to see how you could achieve the antialiasing, shading that you get from a photo." (www.pixeljoint.com/pixelart/18762.htm)
it's great idea for learning texturing. pixel artists from Pixelation also use this technique ? or you have other methods ?

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