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1
General Discussion / Another Cel-Shad(ish) Shader For Pixel Art
« on: April 05, 2016, 02:46:39 pm »
Another Cel-Shad(ish) Shader For Pixel Art(...or as a general drawing aid to get light/shadow right)

Inspired by this talk about the Cel-Shaded look in GuiltyGearXrd(have not played it) https://www.youtube.com/watch?v=yhGjCzxJV3E which Beast shared in Slack, I dabbled in Blender a bit, aiming to reproduce some of it in completely free software but with Pixel Art in mind where the light/shadow isn't usually just on and off as in the cel shaded style, using a custom ramp of distinct colors to get a "smooth" transition between lit and unlit.

It is still based on the principle as described in that video which is to use a custom light source per object and determining the color for any point on a surface based on the angle between the surface normal and the angle of the light hitting it.

For the outlines, I also reproduced the "backface-culled-hull-normals flipped"-approach they mention in the video (not actually sure I'm doing that exactly as they do it but that's what the lower branch of the shader nodes is all about where the normals get rotated by 180 degrees). Also, I disabled the scaling of the hull as it seemed to produce artifacts and I didn't adjust that Monkey-Face model(comes with Blender) at all for this test except for applying some subdivision modifier to make it more curvy.

screenshots first (all info you need to reproduce the result in one shot):


the one unconnected node is for creating the lines from the hull (actually inside the objects own space and not around it):


animated 8 directions rotations

without outline, reduced to 64 colors


with outline, reduced to 64 colors


without the Gaussian Blur prior to downscaling in the post-processing options (so no AA), reduced to 12 colors:


While I believe this is still a few steps aways from producing results that look like that mysterious Pixel Art aesthetic we all love, I think this workflow can be a good and useful start for a first shading step, even if just to have a good light/shadow reference made from simplified models of the stuff one tries to pixel (for me anyway since cast shadows have always been 80% guesswork for me, so this will help getting light/shadow down with much increased accuracy).

2
General Discussion / a custom Color Picker (pick from image)
« on: March 21, 2016, 07:54:03 pm »
I recently learned some more about the importance of Value & Key as I am currently reading Loomis' Creative Illustration.

And with keeping that importance for rendering light and shadow in mind, Value as Perceptual Levels of Illumination, I've grown incredibly dissatisfied with all the existing Color Pickers in Imaging software (including the L*a*b picker which is actually supposed to have consistency for the perceptual level of illumination in the L component but apparently fails at that due to something called the Helmholtz-Kohlrausch-Effect). Krita has an "artistic color picker" which I thought would account for consistent levels but experience showed that it did not.

So what I wanted was a quick way to pick colors of different hues and perceived levels of illumination without having to screw around with a load of sliders and converting back and forth between color and grayscale modes to find equivalent levels across different hues and mix-colors of different hues.

To create the image below (the color picker) I first arranged six different colored lights in complete darkness along a circle (using color gradient generator software I wrote a few years ago) and set the light ranges so that they would at least reach all the way across the circle to the complementary light because not only was I interested in quickly grabbing the usual range of hues but also wanted mixes between hues which are not next to each other on the standard hue wheel (which goes from red to yellow to green to cyan to blue to magenta to red). Also placed an additional white light in the top left to get a grayscale.

I then loaded the image into Krita, duplicated it into another layer which I then converted to Grayscale with the "Perceptual" option provided by Krita. I posterized that grayscale layer to get a few distinct levels(those bands are visible in the final image which is important to tell equivalent levels across different hues and light mixtures).

In a final step The posterized grayscale layer is combined as "Luminosity" with the Layer containing the six mixing lights.

Of course the resulting color picker does not provide the full RGB space but it's a good starting point and will greatly reduce the time needed to find colors of equivalent levels and create ramps for pixel art:


3
Resources / Pixels And Art Glossary
« on: February 05, 2016, 11:36:56 am »
update April 7th 2019: PAAG is now part of the "Pixel Art Historical Society" Wiki at http://pixelwiki.comun.se
update Nov. 17th 2018: Porting (plus some additions and edits) this glossary is finished.
update Nov. 9th 2018: I have starting porting this glossary to a proper wiki at http://paag.dennisbusch.de which will make maintenance and expansion much easier. So the glossary in the first post of this thread will not be updated anymore. I will still watch this thread for suggestions on terms that should be included in the glossary.


short title: Pixels And Art Glossary

long title: 'a non-exhaustive Pixels And Art Glossary, descriptive in nature, compiled from some of the elements observed in what is vaguely known as "Pixel Art", from historical technological evolution of computer graphics(~1970-2000) and from thoughts developed by the major Pixel Art communities on the internet (199x and up)'

scope and intention:
This is NOT an attempt to create and provide a formal definition of "Pixel Art" nor an attempt at providing a ruleset on good and bad practices. It is to be understood as being purely descriptive. I shall also attempt to keep the final document descriptive and not judgemental, so e.g. something like "Pillow Shading" will be included but there will be nothing in the description which advises for or against doing it (should be self evident to the readers to make the "right" decision from seeing a pillow shaded image without rubbing it in their face).

Most entries already have at least a brief summary and/or links to vast amounts of information on everyones favorite open encyclopedia.

Readers of this thread are encouraged to throw in Terms which should be included in the Glossary.

Glossary Index
5 P's and 5 C's
Achromatic Color
Aliasing & Antialiasing
Amiga
Animation
Area
Aspect Ratio
Attribute Cells
Attribute Clash
Banding
Bitmap & Bitdepth
Blur
Brightness, Lightness & Value
Cabinet Projection
Cavalier Projection
Camera Obscura
Cartesian Coordinate System
CGA
Cluster
Color
Color Balance
Color Cycling
Color Depth
Color Model - HSL/HSV(HSB)
Color Model - RGB
Color Gradient/Ramp/Shift
Color Scheme
Color Space
Commodore 64
Composition
Construction
Contour
Contrast
Cross Section
Digital Mixing Of Color
Dithering
Dither-AA
Drawing
EGA
Elevation
Format
Cluster
Foreshortening
Gesture
Gradient
Graphic Mode
Projection
GIF
History Of Pixel Art
Hue
Hue Shift
Image
Indexed Image/Color
Index Painting
Isometric Projection
JPG, JPEG
Key
Layer
Lossy&Lossless Compression
Line
Restrictions
Lighting
Lightness (aka Value, aka Tone)
Graphics Mode
Monochromatic Color
Motion Blur
MSX
NES
Negative Space
Oblique Projection
Oekaki
Orthographic Projection
Outline
PNG
Palette
Palette Effect
Palette Structure
Palette Swap
Palette Swap - Color Cycling
Painting With Pixels
Parallel Projection
Perspective
Perspective Projection
Perception
Picture Plane
Pillow Shading
Pixel
Plan
Projection (Graphical)
Raster
(Aspect) Ratio
Ramp
Resolution
Restrictions
Rendering
Saturation
Selout
Set
Sequence
Shade
Shading
Shape
Shape Bluffing
Sketch
Sprite
Style
SVGA
Tall Pixel
Texture
Tile & Tileset
Tint
Value & Key
VGA
Visual Arts
Video Game Graphics
Volume
Wireframing
Wide Pixel
X-axis
y-axis
z-axis
ZX Spectrum


--- # ---


5 P's and 5 C's
According to Andrew Loomis (see his book "Successful Drawing"), in any succesful drawing, attention must be given to five P's and five C's as Loomis calls them. These are (this is a quote from pages 18,19 in that book):
Proportion, the three dimensions
Placement, a position in space
Perspective, relationship of viewpoint to subject
Planes, surface appearance as defined by light and shadow
Pattern, the deliberate arrangement of the tones on the subject

Conception, a rough indication of an idea
Construction, an attempt to establish the forms from life or from basic knowledge
Contour, the limits of forms in space, according to viewpoint
Character, the specific qualities of individual units of your subject in light
Consistency, all the essentials of construction, lighting, and pattern, organized as a unit


--- A ---


Achromatic Color
Literally a color "without color", which is all shades of gray and black and white.
Practically all colors without a strong perceptual chromaticity are called achromatic.
https://en.wikipedia.org/wiki/Color_scheme#Achromatic_colors
https://en.wikipedia.org/w/index.php?title=Achromatic_color&redirect=no


Aliasing & Antialiasing

further reading:
https://en.wikipedia.org/wiki/Aliasing
https://en.wikipedia.org/wiki/Jaggies


Amiga
https://en.wikipedia.org/wiki/Amiga


Animation

further reading:
https://en.wikipedia.org/wiki/Animation


Area

further reading:
https://en.wikipedia.org/wiki/Area


Aspect Ratio
https://en.wikipedia.org/wiki/Pixel_aspect_ratio
https://en.wikipedia.org/wiki/Display_aspect_ratio
https://en.wikipedia.org/wiki/Aspect_ratio_(image)


Attribute Cells

further reading:
https://en.wikipedia.org/wiki/ZX_Spectrum_graphic_modes
http://www.studiostyle.sk/dmagic/gallery/gfxmodes.htm


Attribute Clash

further reading:
https://en.wikipedia.org/wiki/Attribute_clash


--- B ---


Banding

further reading:
Not to be confused with https://en.wikipedia.org/wiki/Colour_banding
which refers to the distinctly visible changes between stripes of colors hugging each other in what was supposed to look like a soft gradient.


Bitmap & Bitdepth

further reading:
https://en.wikipedia.org/wiki/Bitmap
https://en.wikipedia.org/wiki/Raster_graphics


Blur

further reading:
https://en.wikipedia.org/wiki/Defocus_aberration
https://en.wikipedia.org/wiki/Motion_blur
https://en.wikipedia.org/wiki/Bokeh


Brightness, Lightness & Value

further reading:
https://en.wikipedia.org/wiki/Brightness
https://en.wikipedia.org/wiki/Lightness
https://en.wikipedia.org/wiki/HSL_and_HSV (L in HSL is NOT "Lightness As Value" but some arbitrary Brightness)


--- C ---


Cabinet Projection

further reading:
https://en.wikipedia.org/wiki/Oblique_projection#Cabinet_projection


Cavalier Projection

further reading:
https://en.wikipedia.org/wiki/Oblique_projection#Cavalier_projection


Camera Obscura
https://en.wikipedia.org/wiki/Camera_obscura


Cartesian Coordinate System
https://en.wikipedia.org/wiki/Cartesian_coordinate_system


CGA
https://en.wikipedia.org/wiki/Color_Graphics_Adapter


Cluster

further reading:
http://wayofthepixel.net/index.php?topic=8110.0 - Ramblethread
http://wayofthepixel.net/index.php?topic=15566.0 - 1st Cluster Study Thread
http://wayofthepixel.net/index.php?topic=15018.0 - 2nd Cluster Study Thread
(just search for "cluster" on this board... there are a few more :) )


Color

video: https://www.youtube.com/watch?v=MmhSXTMTtJM "Light Darkness And Colours - A Fascinating Journey Through The Universe Of Colours" 51m15s
further reading:
https://en.wikipedia.org/wiki/Theory_of_Colours
https://en.wikipedia.org/wiki/Color_theory
https://en.wikipedia.org/wiki/Complementary_colors
http://i.imgur.com/vDHMURo.jpg - chronologically ordered set of different color systems


Color Balance
https://en.wikipedia.org/wiki/Color_balance


Color Cycling, seePalette Swap - Color Cycling


Color Depth
https://en.wikipedia.org/wiki/Color_depth


Color Model - HSL/HSV(HSB)
https://en.wikipedia.org/wiki/HSL_and_HSV


Color Model - RGB
https://en.wikipedia.org/wiki/RGB_color_model


Color Gradient/Ramp/Shift

further reading:
https://en.wikipedia.org/wiki/Color_gradient
https://en.wikipedia.org/wiki/Tints_and_shades
http://www.dennisbusch.de/dcgg.php - Dynamic Color Gradient Generator


Color Scheme
https://en.wikipedia.org/wiki/Color_scheme


Color Space
https://en.wikipedia.org/wiki/Color_space


Commodore 64
https://en.wikipedia.org/wiki/Commodore_64


Composition
https://en.wikipedia.org/wiki/Composition_(visual_arts)


Construction

further reading:
https://en.wikipedia.org/wiki/Drawing#Form_and_proportion
https://www.google.com/?q=drawing+fundamentals+construction


Contour
The thin fringe (drawn or perceived) between everything that is part of an object and everything that is not part of that object.


Contrast
A difference between any two things. Hues can contrast (see complementary colors). Values can contrast. Shapes can contrast (e.g. round shapes contrast pointy shapes). Lines can contrast (horizontals contrast verticals, wavy lines contrast straights). Pretty much any thing has the potential to create a strong perceptual difference between itself and something else.


Cross Section
https://en.wikipedia.org/wiki/Cross_section_(geometry)


--- D ---


Digital Mixing Of Color
Is done by changing the components of a color in a digital color model (such as RGB) or by placing differently colored pixels close to each other (mixing by proximity, called Dithering).
https://en.wikipedia.org/wiki/Additive_color
https://en.wikipedia.org/wiki/Color_mixing


Dithering
Dither-AA

further reading:
https://en.wikipedia.org/wiki/Dither
https://en.wikipedia.org/wiki/Dither#Digital_photography_and_image_processing


Drawing
https://en.wikipedia.org/wiki/Drawing


--- E ---


EGA
https://en.wikipedia.org/wiki/Enhanced_Graphics_Adapter


Elevation
https://en.wikipedia.org/wiki/Multiview_orthographic_projection#Elevation


--- F ---


Format
For pixel art, make sure to use any "lossless compression" format. PNG is a good one.
https://en.wikipedia.org/wiki/Image_file_formats


Fragment, see Cluster


Foreshortening
https://en.wikipedia.org/wiki/Perspective_(graphical)#Foreshortening


--- G ---


Gesture
https://en.wikipedia.org/wiki/Gesture_drawing
https://www.youtube.com/watch?v=74HR59yFZ7Y - How to Draw Gesture by Stan Prokopenko


Gradient, regular and irregular, following an outline, following a volume
(pillow shading = gradient hugs an outline/contour instead of wrapping across a surface or following light/shadow logic over a volume)


Graphic Mode
https://en.wikipedia.org/wiki/Computer_display_standard
http://www.studiostyle.sk/dmagic/gallery/gfxmodes.htm - some C64 Graphic Modes


Graphical Projection, see Projection


GIF
https://en.wikipedia.org/wiki/GIF


--- H ---


History Of Pixel Art
see The History Of Pixel Art


Hue
https://en.wikipedia.org/wiki/Hue


Hue Shift
A Color Shift in which the Hue property of the initial color is shifted to another Hue. Often (arbitrarily) used to render the light and dark parts of shaded volumes with a different Hue in addition to a different Lightness. There are observable phenomena in nature which show shifts in Hue (see also Color) under some lighting conditions.


--- I ---


Image
https://en.wikipedia.org/wiki/Digital_image
https://en.wikipedia.org/wiki/Raster_graphics


Indexed Image/Color
An image saved with a limited amount of colors, each color refered to in the raster as the index number at which it occurs in the palette, see also palette.
https://en.wikipedia.org/wiki/Indexed_color


Index Painting
Creating Pixel Art in Indexed Modes, working with Indexed Images while paying attention to Palette Structure and keeping possible Palette Effects in mind and at all times keeping control over (if necessary by fixing the results) the pixel level polish of a piece even when using tools that influence more than one pixel at a time.

Historically, "Index Painting" is the natural way to go and think about making Pixel Art as most hardware and digital image editing tools either used Indexed Modes as the default mode or simply did not provide any other modes. The term "Index Painting" was not around then because there simply was nothing else. Today the term seems to be used to set "Pixel Art"(in the sense of Index Painting) apart from other "Pixel Art"(in the sense of Digital Painting and Computer Generated Imagery(e.g. 3D renderings)) and the third kind of "Pixel Art"(the purists "one pixel at a time"- process).

Some advocate placing one pixel at a time as the only "allowed" process to create "Pixel Art"(a term which eludes definition itself) while others advocate whether something is or is not "Pixel Art" can not be defined by processes but only by looking at the results.

The actual term "Index Painting" emerged from the on-going online debate about "pixel purism", processes and results:
http://www.danfessler.com/blog/pixel-purism-process-vs-results
http://www.danfessler.com/blog/hd-index-painting-in-photoshop


Isometric Projection
https://en.wikipedia.org/wiki/Isometric_projection
https://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art
Isometric Pixel Art Cheat Sheet


--- J ---


JPG, JPEG
This lossy digital image format is unsuitable to store pixel art because of compression artifacts.
https://en.wikipedia.org/wiki/JPEG


--- K ---


Key, see Value & Key


--- L ---


Layer
https://en.wikipedia.org/wiki/Layers_(digital_image_editing)
https://en.wikipedia.org/wiki/2D_computer_graphics#Layers


Lossy&Lossless Compression
https://en.wikipedia.org/wiki/Image_file_formats#Image_file_compression


Line purpose and functions of a line
todo:
Line Art (emphasize the difference between a painterly sketch here and present line art as a way to define a depiction of something without fully rendering it, also mention variations in line-width effects and point out the perceptual thickness of lines in relation to resolution and shape size of any part of something)


Limitations (see Restrictions)


Lighting
https://en.wikipedia.org/wiki/Lighting


Lightness (aka Value, aka Tone)
https://en.wikipedia.org/wiki/Lightness


--- M ---


Mode, see Graphics Mode


Monochromatic Color
All tints, tones and shades of equal hue.
https://en.wikipedia.org/wiki/Color_scheme#Monochromatic_colors
https://en.wikipedia.org/wiki/Monochromatic_color


Motion Blur
Visual swooshy action hints or the perceived blur along the path of movement of an object when your camera or eyes can not sample it fast enough to get a crisp image.


MSX
https://en.wikipedia.org/wiki/MSX


--- N ---


NES
https://en.wikipedia.org/wiki/Nintendo_Entertainment_System


Negative Space
All space that does not contain anything of the currently observed object.
https://en.wikipedia.org/wiki/Negative_space


--- O ---


Oblique Projection
https://en.wikipedia.org/wiki/Oblique_projection


Oekaki
https://en.wikipedia.org/wiki/Oekaki


Orthographic Projection
https://en.wikipedia.org/wiki/Orthographic_projection


Outline
Line around a shape.


--- P ---


PNG
https://en.wikipedia.org/wiki/Portable_Network_Graphics


Palette
https://en.wikipedia.org/wiki/Palette_(computing) ( https://en.wikipedia.org/wiki/Indexed_color )
https://en.wikipedia.org/wiki/List_of_color_palettes
https://en.wikipedia.org/wiki/List_of_video_game_console_palettes


Palette Effect
In Indexed Images/Modes where each pixel in the image refers to a specific color in a sequence of colors(=palette) (instead of holding the full definition of the color in each individual pixel itself), a number of visual effects such as Color Cycling and Color Fading can be achieved by manipulating the palette instead of manipulating the pixels themselves.

This was used a lot on old hardware as manipulating the definition of colors in the palette took much fewer CPU cycles than going through the image and changing the actual pixels themselves.

A simple example for a Palette Effect is just re-defining a color in the palette:
If a thousand pixels in an image referred to color at index five in the palette and index five would hold Green and index twelve would hold Red, all thousand pixels could be changed to Red by changing the color at index five from Green to Red instead of going through the image and looking for every Green pixel and changing the pixel itself to refer to index twelve.


Palette Structure



Palette Swap

further reading:
https://en.wikipedia.org/wiki/Palette_swap


Palette Swap - Color Cycling

further reading:
https://en.wikipedia.org/wiki/Color_cycling
HTML5 Color Cycling Demo - Art by Mark Ferrari Code by Joseph Huckaby

Painting With Pixels
Painting with pixels means to apply blobs/clusters of colored pixels to the raster while thinking like a painter would think with traditional brushes and paint. The difference in (strict) Pixel Art is that the newly placed pixels do not blend or mix in any way with the pixels which are already there on the raster but instead fully replace them (unlike paint which mixes with the paint already on the canvas). Most Pixel Art editing software still has a multitude of painting or brush modes and layer effects though which can still cause a placed blob of pixels to blend/mix with the pixels that are already there.
https://en.wikipedia.org/wiki/Painting


Parallel Projection

further reading:
https://en.wikipedia.org/wiki/Parallel_projection


Perspective
https://en.wikipedia.org/wiki/Perspective_(graphical)
todo: (horizon, vanishing points, planes, measuring points, camera height and angle)


Perspective Projection

further reading:
https://en.wikipedia.org/wiki/Perspective_(graphical)


Perception
https://en.wikipedia.org/wiki/Perception


Picture Plane
https://en.wikipedia.org/wiki/Picture_plane


Pillow Shading



Pixel, an element in a digital raster image
https://en.wikipedia.org/wiki/Pixel


Plan
further reading:
https://en.wikipedia.org/wiki/Plan_(drawing)


Projection (Graphical)
todo: overview image with different projections
further reading:
https://en.wikipedia.org/wiki/Graphical_projection
https://en.wikipedia.org/wiki/Floor_plan
https://en.wikipedia.org/wiki/Multiview_orthographic_projection


--- Q ---


--- R ---


Raster
https://en.wikipedia.org/wiki/Raster_graphics


Ratio, see Aspect Ratio


Ramp
(todo: linear, non-linear, refer also to intersection between ramps, talk about value, hue and saturation here as well)


Resolution
https://en.wikipedia.org/wiki/Display_resolution
https://en.wikipedia.org/wiki/Image_resolution


Restrictions
Restrictions are arbitrarily chosen or real (by hardware limits) limitations imposed upon a work of (pixel) art. The limitations include figures on resolution (horizontal and vertical dimensions of the piece in number of pixels), number of colors which apply globally to the whole image and sometimes additional local restrictions per Attribute Cell.


Rendering
The process of applying value, color and texture to an imagined or wireframed structure in order to arrive at the final depiction of something.


--- S ---


Saturation
The perceived intensity of a specific color(hue).
https://en.wikipedia.org/wiki/Colorfulness


Selout
todo: selective outlining


Set
An un-ordered collection of things: e.g. { Banana, Cherry, Pineapple, Motor Oil }


Sequence
An ordered collection of things, so that each thing in the collection can be referred to explicitly by its index(the 1st element often gets assigned to index 0): e.g. { 0: hamster, 1: gasoline, 2: torch, 3: book of sinister implications }


Shade
https://en.wikipedia.org/wiki/Tints_and_shades


Shading
The process of applying different tints, tones and shades upon volumes in accordance with one or more real or imagined lightsources which illuminate those volumes. The goal of shading is to create an illusion of three-dimensionality on a two-dimensional surface(the canvas or raster).


Shape
A shape is a two dimensional entity. Cutting through a volume with a plane reveals a shape along the cut (see also Cross Section).
https://en.wikipedia.org/wiki/Shape


Shape Bluffing
Shape Bluffing means to add abstract detail instead of rendering any specific texture onto a surface. Shapes themselves are two dimensional but the abstract detail added by "Shape"-Bluffing often appears to be three dimensional or aims to add a three-dimensional appearance to the surface/volume over which it is spread.
further reading:
http://pixeljoint.com/pixelart/30531.htm


Sketch
A deliberately rough representation of anything, intended as a base for further work or just to capture a thought/idea or to explore different angles and details of a subject in preparation for a polished work or design. Synonymous with doodle.


Sprite
https://en.wikipedia.org/wiki/Sprite_(computer_graphics)


Style
A usually limited set of specific ways to depict something, used consistently to achieve a unified look&feel across several elements of a larger collection of pieces.
https://en.wikipedia.org/wiki/Style_(visual_arts)


SVGA
https://en.wikipedia.org/wiki/Super_video_graphics_array


--- T ---


Tall Pixel
Pixel with an Aspect Ratio of 1:2 or any pixel which is taller than it is wide.


Texture
https://en.wikipedia.org/wiki/Texture_(visual_arts)
https://en.wikipedia.org/wiki/Texture_mapping


Tile & Tileset
https://en.wikipedia.org/wiki/Tile-based_video_game
https://en.wikipedia.org/wiki/Tile_engine
https://en.wikipedia.org/wiki/Tiled_rendering


Tint
https://en.wikipedia.org/wiki/Tints_and_shades


Tone, see Value


--- U ---


--- V ---


Value & Key

see also Brightness, Lightness & Value


VGA
https://en.wikipedia.org/wiki/Video_Graphics_Array


Visual Arts
https://en.wikipedia.org/wiki/Outline_of_the_visual_arts


Video Game Graphics
https://en.wikipedia.org/wiki/Video_game_graphics


Volume
A three-dimensional body in a three dimensional cartesian coordinate system (e.g. sphere, cuboid, cone, cylinder, pyramid). To get a strong illusion of volumes on a two dimensional surface, it is desirable to employ a suitable projection in addition to shading the volumes consistently according to imagined lightsources and utilizing texture to emphasize surface curvature.


--- W ---


Wireframing
A quick way to define Volumes first in sketches and in construction without having to fully render them. Also useful to draw the invisible sides of objects to find correct placement and proportion of things which are partially covered by other things.
https://en.wikipedia.org/wiki/Wire-frame_model


Wide Pixel
Pixel with an Aspect Ratio of 2:1 or any pixel that is wider than it is tall.


--- X ---


X-axis
The first dimension in a Cartesian Coordinate System.


--- Y ---


y-axis
The second dimension in a Cartesian Coordinate System.


--- Z ---


z-axis
The third dimension in a Cartesian Coordinate System.


ZX Spectrum
https://en.wikipedia.org/wiki/ZX_Spectrum

4
Pixel Art / I Want To Be A Mighty Pixel Wizard
« on: February 16, 2015, 03:54:54 pm »
current revision(left one) #09 (thread started with #06 (right one) for comparison):


Still working on it... too excited to keep it secret any longer... must share process/progress! :)
 

todo:
improve balance (de-symmetrize shoulders and arms, tilt&twist girdle)
improve fabric on legs/shrinking cloth issue (shortened whole robe)
tweak shoulder movement, raise them after arms were about 45 degrees pointing down while on their way up
improve balance more between top/bottom of the figure
folds/shading
revise colors
(optional: pixel a nice background)

It is taking forever but it is coming along nicely, slowly but steadily.

5
2D & 3D / PETSCII art (free tool included)
« on: September 01, 2011, 11:06:33 am »
I spent a couple of hours on each of the past three days to write a simple tool for the C64 which can be used for the creation of tile based pixel art using the character set(s) of the C64 as tiles or in short, to create PETSCII art.

So here it is
PETSCII paint, release page<- has screenshots and links to "making of" ^^ (  direct link to v.0.4 / direct link to v.0.5  )

Now I just need to create something nice with it so I can post it here.

edit/update:
v.0.4: previously saved creations can now be overwritten and backspace key in filename entry works now

v.0.5: individual foreground/background color per character, all characters from both charsets available at the same time, faster save/load, character selector mode, new hardware (sprite) cursor (0.5 is actually a complete rewrite of the tool in C)


6
Pixel Art Feature Chest / GR#082 - Rat Warrior
« on: August 13, 2008, 09:39:22 am »
This was originally done for the weekly challenge at The Pixeljoint... however since I got some very detailed feedback from Arachne(thanks again) and as I also was not that satisfied with the original myself, I decided to work on it some more and turn in into a version 2.

original challenge entry


feedback from Arachne:
I like the concept, and the execution isn't bad, but there are a bunch of mostly minor things that bother me. I think some color changes would help a lot.

I think the purples and the sand are much too saturated. Palette variation is not a bad thing, but right now it looks a bit too garish. I would replace the yellow on the tail with light gray and white so that it's easier to tell it apart from the sand. You can also use the lightest fur color instead of the purple dithering on the tail if you desaturate the purples. The brightest yellow could also be darker. I would use a darker gray on the fur and maybe give the darkest red on the fur a more yellow tint because of the yellow sand surrounding him.

I don't think the dithering on the metal works. It makes it look too grainy. The dithering on the sand dunes doesn't do much other than make them look hairy in a sense.

The green on the middle gun should be shaded with a solid color since they're flat surfaces.

Why is the shadow cast by the rat a checkerboard pattern while the shadows cast by the sand dunes are solid? The sand dunes and shading on the minigun suggest that the light is coming from the top left side, while the rat casts a shadow as if the light is coming from above.

The top of the image is a bit cramped while the bottom is just sand, so you can move everything down a bit.

I edited the colors to find something a bit more realistic. Even though it's not as interesting as your colors, you can see if you think some of this works better:

Arachnes edit:


my changes so far, based on that feedback and edit:


Haven't had time to tackle the shadow on the ground yet, will get back to working on this tonight...

7
Pixel Art / [wip] Chickens (TitleScreen for a game)
« on: March 13, 2007, 05:47:45 pm »
[edit 1st of Juli 2007(0:29 am GMT+1)]changelist (you might need to reload the image(browser cache issue)):
current version (still image)
progress (gif animation)
  • modified the flying duck (14/03/2007)
  • added nuts to the tube connector on the lower left (15/03/2007)
  • added the banjo playing chicken in the lower right (17/03/2007 (1))
  • added the fiddle playing chicken in the lower right (17/03/2007 (2))
  • modified the duck and the chicken in the front, using Turbo's Edit as a reference(21/03/2007)
...almost three months pass without any progress being made...
  • moved up the whole scene to have room for the front feet of the fighters in the front(10/06/2007)
  • buried the lower part of the left pipe connector in the dirt(as the previous appearance seemed impossible to me)(10/06/2007)
  • separated the whole image into several layers and continued working on it in paintshop pro (previously Personal Paint under Amiga Emulation, which doesn't support layers)(10/06/2007)
  • started adding more pipes, moved some layers around to make room for a bass playing chicken that is still todo(10/06/2007)
  • redid the topmost board and added the other boards (now that I'm working with layers, it's no problem for me to have the wip image show all layers combined)(10/06/2007)
  • added more pipes and moved up the pole in the middle a bit (to make room for the boards which shall later fall down and reassemble at the pole for different menues) (11/06/2007)
  • added the double bass playing chicken and the double bass, moved the pipe in the far back to the right a bit and attached another pipe to one of the pipes inside the barn(20/06/2007)
  • separated the duck and the chicken in the front into two layers(not visible in the progress:P) and added some more pipes to the pipe system at the left(23/06/2007)
  • made pipe system on the left more complicated, changed facial expression of bass chicken, slightly adjusted pipe orientation in the barn and added another small pipe there(01/07/2007)

[/edit]

I am working on the graphics for a game called Chickens, which is designed and programmed by Andrei Ellman.

Currently I'm working on the title screen but haven't placed a single pixel on it for more than a month already now, so I'm posting the current wip version here, as I hope that working on this under the eyes of others will put some pressure onto myself to work on it again and more.
It will probably still take ages to finish, even under pressure. (I have a regular eight hour programming job and if anyone knows of some good techniques to regain motivation and energy in the evenings to do some more work on private projects, it would be nice if he/she would share these rituals.)

But enough of the words, here's what I have so far:


The pole appears a bit empty in this version, because I removed the boards that were originally on it (can be seen on this image). The boards will later be separate sprites, so that they can be attached and removed as needed by the main menu of the game.

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