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Pixel Art / Re: Sprites and tiles and UI bits, oh my!
« on: April 17, 2021, 07:40:17 pm »
Okay, iteration the next:

Reduced the banding, reshaded several areas. I think that unless you guys can spot something grossly wrong, I'm going to leave it at that, and move on to the back and side views.
I'm aware that I tend to introduce way too much banding and grain into my work (and then have trouble spotting it myself). Not doing much in the way of art for a couple of years probably made it worse.
Minor details: the gradients are hue shifted, just not by very much—if you look at HSV samples, the lightest green has a hue of around 80, and the darkest is around 100. Too conservative, probably.
The image host seems to have recompressed the big screenshot at the end of my earlier post
. Good to know before I post about this project elsewhere, I suppose—I'll need to use smaller screenshots, find a higher-bandwidth image host, or dig out my login info for the webspace I've had for the past ten years but never used. (Some of it would have shown anti-aliasing anyway, since the most of the UI is built out of primitives drawn by the game framework, but nothing like that.)

Reduced the banding, reshaded several areas. I think that unless you guys can spot something grossly wrong, I'm going to leave it at that, and move on to the back and side views.
I'm aware that I tend to introduce way too much banding and grain into my work (and then have trouble spotting it myself). Not doing much in the way of art for a couple of years probably made it worse.
Minor details: the gradients are hue shifted, just not by very much—if you look at HSV samples, the lightest green has a hue of around 80, and the darkest is around 100. Too conservative, probably.
The image host seems to have recompressed the big screenshot at the end of my earlier post
