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Messages - Tycho Magnetic Anomaly
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31
Heyas, sorry only spotted the new replies on this now.

Cyangmou .. wow thank you for the in-depth write up there, I also appreciate how you broke it up into disciplines of application, rather then pixel art as a whole, which was partly a factor for my post.

I would like to go into a bit more depth about what I mean, because I think i feel the original hook, so to speak, of what I was trying to get at has been a little lost. I do understand the "why's" with regard ultra low color counts, but this was more of a case of wanting to know if there was pressure on folks coming to it new that there was a sort of obligation to use tiny pallets if not it would be frowned upon by people who rigorously follow the science of pixel art.

For me personally I don't think of pixel art as a whole as being this science/religion where there has to be x,y and z, or its just not pixel art.  Its that feeling I was curious to know if why so many people I see are posting with tiny pallets,  or if its a case they are working on games and have locked pallets, or is it a case as you rightly mention about keeping animation and color compliments easier to work with. I don't know, which is why I asked in the first place.

Most newbie posts here seem to be posted without context of what the application of their work is, and "sometimes" i get the feeling that some the new posts I see are simply "experimenting" with pixel art rather then having it intended as something with real application, and in that context feel they are taking the tiny color count a bit too far as if they feel anything else it wouldn't be pixel art.

Also this was never meant to be an argument, I was/am genuinely curious, since I am new myself and from a personal point of view I find making something look as best it can, with whatever is available (from a learning point of view), getting accustomed to that, THEN iterating on that to form other "styles" such as lower res, lower color, alternate shading techniques such as dithering..etc etc

Also, the term "pixel control" has been mentioned here a few times, but there is also color control, there is just as much discipline in controlling colors no matter how many there are, as there is with controlling individual pixels.

Regarding being able to point to specific examples, well as I stressed its a feeling, which is why in particular I wanted to hear from new folks, I realize the people who have responded so far to this are more then not experienced/skilled/ beyond the total entry point phase.

In general, every few posts from newbies I questions, not their ability or subject, but why they confine themselves to often pallets as little as 6 or less colors.
Also I have been hanging around game developers for a good few years, often on a daily basis, and on more then a few occasions I have heard "younger" people commenting on other peoples work saying things like "oh make it more pixel art" when in fact they where looking at 16bit pixel art styles... there seems to be this association that authentic pixel art has to look like NES or earlier whether the application is for a game or not.

Regarding just the "why's" of using low colors, I was pretty satisfied from about the 2nd response on this post about that and see the value more then ever of minimizing work due to time budgets, in particular with game dev.

Guys, all good points really, and thank you all for going into the depth you did, It's made things clearer for me for sure.

And I suppose as a final note, which I have already said, I love all the styles, I really do, there is something to admire and stand in awe with every piece and it inspires me no end.

32
I totally agree there is the time factor also, but well if you want to make something particularly nice looking you tend to put that extra effort in. But yea sometimes doing that is not an option so I thoroughly get your point.

33
Thankin`yee kindly Magpie,  immortalwombat and LomDom for the responces and suggestions.

Yup totally agree as a pixel art piece it hardly qualifies, though the reason for this piece was not as a focus on pixel art but rather to produce a background for an adventure game with mood and atmosphere.

Since doing this piece I have since learned a bit about traditional pixel art methods, mostly from looking at other peoples work or helping  other people on this forum. I have lots to learn indeed.

Here is the 13 color noir version ;)


 

34
Heyup folks..

Thanks for the replies on this, quick too.

You all raise some really good points, and in particular with regard animating sprites I did have that on my mind while posting originally but never thought about it deeply and I do now recognize the value of keeping low colors so iterating on animation frames is quicker and easier (assuming your not using some tweening based method such as spriter).

Sure I know the basics of the color wheel, and complimenting colors, and also recognize now that keeping low color count can help with maintaining a consistent range of tones, in particular across frames of animation.

And I might also agree that I am probably reading more into this then aught be, as I said it was a general impression more then anything.

I still get the feeling that some newbies are taking the low as possible color factor a little too much to heart though as if there are no other possible options. I don't know :)

Anyway good points all round and I am somewhat more easy about this now. Since this post was partly about wanting to know what real newbies think approaching pixel art for the very first time I would still be much interested to heard from them too and the context of their first works, whether its being colored with efficient animation in mind, or colored according to a style, or colored because of the less is cooler. factor ...etc

thanks again folks, good points

35
Heya folks

I am about to ask something that may not go down so well with certain folks, in particular pixel purists, but the reason I want to ask is a genuine curiosity and has been poking at me for some time now.

I might like to start first by saying that I am relatively new to pixel art, and this forum, however my background is in graphic design and art (if you could call it art) so I do have some experience in the creative arts arena. I might also like to say that I have got much pleasure and inspiration from seeing the creative works people post on this forum no matter what the level of ability or quality. I have this forum partly to thank for pushing me into a pixel art direction which is all pretty new to me in the context of creating it.


And I suppose I might also mention (since it might have a baring on peoples reactions of what I am about to say) that I am not a youngster, I have been dabbling with game design for a number of years so I understand "some" of the technicalities that go into producing game across a wide variety of modern platforms. I am also old enough to recognize the history of pixel and understand its iterations through history from a technical / hardware limitation point of view and also evolution in pixel art styles either based on those restrictions or beyond those restrictions.
Although I am new to creating pixel art I am not new to pixel art itself, how its come to be, and my deep appreciation and admiration for it from all styles, even if those styles are restricted due to a technical aspect of either the software or hardware.

OK so , the core question is, and and don't mean to come across disrespectful of a discipline (which believe me I am not trying to be), but I may as well be blunt.

Why dose there seem to be this unsaid orthodox obligation for people, in particular newbies, to conform their creative works to ridiculously tiny pallets (for 2017) almost as if, if any more colors from their tiny 6 (or whatever) color pallet are introduced, their piece suddenly transcends authentic (perhaps descends to some) pixel art and becomes pseudo pixel art or something else.


But dose this pressure, on particular newbies to make their works "pixel art cool" by using as little colors as possible exist? or perhaps it is just a general impression I get not just on this forum but in general across the wider game art / pixel art community. I am not only interested to hear from pixel pros, and pixel purists, but I really would like to hear what newbies think about this too.

Do you really feel a pressure or some obligation that the general idea behind pixel art is to be as efficient with colors as possible? (efficient in the context of numbers of colors used)


Don't' get me wrong here, as I have never seen anyone actually say "this is not genuine pixel art because you are not using x amount of colors" from anyone where, nor has anyone ever criticized me for using x amount of colors or said its not genuine pixel art because of it. This is more of a "general" impression I get due to a number of factors, one being the sort of questions new people are asking with regards their first pieces, other factors like the amazingly helpful and feedback from other members of the pixel art community, from pros to intermediates, from purists to newbies, whether on this forum or on other communities, and the wonderfully detailed documentation, tutorials, and general advice experienced pixel artists have provided across these communities.
As said, it is a general, perhaps vague, impression I get that there is an unstated obligation to conform to as small a pallet as possible or its not "genuine" "pixel art". It may not actually exist and I might be indeed just imagining it which is why I am asking the question in particular to newbies themselves.

Yet I question why I consistently see people new to pixel people posting works trying to represent something using tiny pallets and asking questions like "how can i make this look better" , "how can i make this look right" ... " this doesn't quite look right is it my shading?" .... and in most cases the first and obvious start to answer those questions is to simply use more colors, among other advice such as where to put the colors.

So I get the whole "style" aspect here. I realize that there is an appeal to have something "look" like it came from a time that there was color restriction for good reason, be it software, hardware or some other technical barrier to using more colors. I stress that again I GET IT.. i get the want to make something look as retro as possible I get the whole style thing so please .. I get it OK? ;)

Perhaps this is more of a case that pixel art in the greater public eye has IMO become inextricably associated with the concept of "less is good", "more is bad", and this core concept has evolved (but has it evolved?) obviously in history due to technical restrictions. Alas it is 2017 to my understanding and even the most low end modern tech can push pallets in excess of 8 bit, well beyond it. I say modern tech since I can only assume that the vast majority of newbies to pixel art would have some context to their works being used as a concept for a game, or an actual asset for a game or something pertaining to it being designed in a video game context, or just a once off art piece made to look like its using a video game aesthetic, whatever.

I love all types of pixel art, from ultra low res/res color right up to higher res 16bit+ pallets, I adore the full spectrum of styles whether they are conforming to a retro look, or not, or something in between.
I deeply admire, respect and am constantly inspired by the purist approach too no matter how orthodox and restrictive it is... the more restrictions the more clever you have to be and I get much pleasure from studying certain purist styles in awe how it was done with so little. So I am not having a dig at the concept of purist pixel art, if anything the biggest inspiration I have had in all art not just pixel art is minimal.. I love anything minimal its a core of my personality, from visual arts, to music, to architecture ..whatever.



As some of you reading this might be already aware that I have been trying to help folks with some suggestions and sometimes examples to go with the suggestions for the very short period I have been on this forum, well my first advice whether stated or not will always be to encourage folks to not necessarily use more colors, but rather not to feel so much pressure to pivot their whole piece around a a tiny set of colors that have been set in stone. If something can be made to look more like what the person is trying to represent without it necessarily being more "realistic/photo realistic" looking then I just don't see the reason why not to start to introduce more colors. If its a case people are working on specific game engines that have locked pallets then I also get that too.

Sure I like to be lavish when its appropriate with colors, but at the same time I am big into being subtle with colors in other contexts, Just because there are 16million colors in a pallet doesn't mean you have to use them.. so even if people are not conforming to a restricted pallet there is still importance in being subtle , perhaps clever with your colors. You can very easily make something retro looking and have it consistently retro looking, but using a few more colors just to emphasize certain things. In a game context, sure you want that "authentic" looking retro look, but at the same time your players are not pausing the game , taking screenshots and going off to scrutinize the color count on every frame to make sure its only ever using x amount of colors, if not the feeling of them playing a retro game is lost.

There is a discipline and skill to to sticking to restrictive pallets but for me "Pixel Art" be it "authentic" or "whatever" is more then that, its bigger then that, it encompasses so much more. Orthodox retro styles are only ONE of many types of pixel art styles, and I would say to newbies to please never feel afraid to use as many colors as you think best represents whatever you are trying to represent.

From a newbie point of view (and in general art) sometimes its best to make something look as best as you can without restriction, get used to that, THEN refine that by starting to explore more stylized looks of which 8bit look is just one... I don't mean per-piece i mean as an evolution of learning a new discipline, i.e. in this case "Pixel Art"

Is the use of restrictive pallets pushed a bit too much , in particular on newbies when there is no real necessity in this day an age to do so beyond a specific style/look?

Would love to get some feedback on this, I am dead curious to know what pros,purists and newbies think.

Also keep up the AMAZING work , no matter what discipline or style. The work on this forum astounds me.



36
Pixel Art / Re: Oddly shaped ship shading help.
« on: June 07, 2017, 03:57:46 pm »
Hi, I had a fiddle with this before your last post there... anyway to be honest I was not sure if the perspective of this little ship was top-down or  top-down+behind .. from looking at your engines, in particular the circular vents I assumed this was top-down+behind.

Ok so love your ship, very cute, it reminds me of the very very first things I did with pixel art too which was little ships much like yours for a shooter game concept.

Anyway I think you did pretty well with things, but I could not help but make a few changes, in particular to the perspective and shading. I have provided you a strip of images so you can see the iterations and perhaps get some hints with how to improve your shading and highlighting.

If your idea was to have a top-down look, then I think you need to start by changing your vents to ovals (squashed horizontally) and work up from there. I didn't have time to make you a top-down version.




This is a bit of a drastic change (at the end) from your original but I hope you get some general tips from it. Keep up the great work.


37
General Discussion / Amiga Demo Scene Logo's Poster
« on: June 04, 2017, 06:50:12 pm »
Hi folks, came across this little beauty today. I had an Amiga back in the day and was big into watching PD demo discs, I particularity remember being amazed at the imagination they used with their logos, and the detailing that went in to them.

I thought to post this for 2 reasons, well first its just an awesome image if you where familiar with the pd demo scene. and the second reason is I thought this is a very good image to demonstrate a wide variety of pixel art shading and detailing techniques all on the same page, could be something worth saving for reference, like a pixel art cheat cheat for various styles, shading techniques, edge and outlining techniques, all sorts of textures such as metals, glasses, gels, stone, and its all in native pixels too, you can't go wrong here.

http://orig11.deviantart.net/d895/f/2013/156/a/2/amigascene___logomedley_by_demoscene_amiga-d3csur0.png

I may very get this printed out on to a nice big poster :)

38
Pixel Art / Re: [C+C]Wizard Portrait
« on: June 04, 2017, 02:45:10 pm »
I was also wondering what the hell C+C meant, i can only assume like you one of them means critique, perhaps the other is comment?.. , just while I am at it I might make a suggestion to the forum to update the posting rules to encourage people to state whether or not they are using a restricted pallet.

I like your wizard here and the improvements you have made, makes a big difference I had quick go over a coffee with the colors you have already included but couldn't really find much to improve beyond what you have, perhaps the shoulder pads are a bit distracting, but I don't know why. color? the stripes?.. something could be changed there perhaps.

I could perhaps have done something with more colors, as I am sure you could too.

Nice wizard all in all.

39
Pixel Art / Re: How do you start with animation?
« on: June 04, 2017, 02:36:42 pm »
CFKaligula.. lol you know what I just love the amazing art and animation in the bottom sprite, naturally, its high quality work... but that tiny stick man animation tops it for me ... it is so phenomenally nano cute.  You inspired me to make an animation specifically using tiny tiny chars like that.

40
Pixel Art / Re: [WIP] Isometric Fortress
« on: June 03, 2017, 06:09:13 am »
Hey, Excellent improvements over your first post. I just love the statue and tree stump next to it, I just love those tiny details.  I know this is related to the fort more then anything, and I also know it is WIP for you, but I was hoping you might have done something to those trees in your last iteration, and now my worry is you are considering the trees as final. So I thought to bow in and just give a suggestion on the trees as they are so flat and totally lost in their shadowing.

Just very simple and quick, took another green to give it a simple 2 color shade to help define the shape of the tree, then speckled in alternate shades in-between that to simulate leafy/bushy look. Ok so the issue was finding a suitable color for the ground shadow that was already in your image since I used your old shadow color for the dark side of the trees. My best choice was a dark grey, which dose not look the best I will admit


If you could allow yourself one more color, OR change another color to this (which I think could be possible, so at least you maintain color count). I am pretty sure this lighter shadow looks a tiny bit more balanced compared to the dark shadow you had anyway so might be worth doing.


Try mess about with color balance to harmonize your colors.


Well done on the piece anyway its so cute :)

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