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Messages - Tourist
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351
General Discussion / Re: Color space
« on: June 22, 2009, 02:26:51 am »
tocky, I like the skeletal display that you use (*yoink*).  I don't really like the EGA palette, but I think your display is a good fit for EGA because of the strong saturation of those colors.

I took the color space I made in the first post and built a similar display to your skeletal view.   I also increased the image size to make it easier to see.



The plot in the lower half is hue (horizontal axis) and brightness/lightness on the vertical.  You can see that the non-linear steps in each of the RGB components pushes most ramps into curves across hue.

It also shows how even the dark cyans and yellows are brighter than most blues.

A few colors are right on top of each other, but I think that's because it's a two axis graph of a 3d space, so I 'm not too worried about most of those.

The lower plot looks to me like it hides some ramps.  An example would be the orange to blue ramp (lower right of the scratch pad area).  It just doesn't show up in the plot at all.

I'm not sure where to go from here.  I might make another version with fewer colors to see If I can optimize it, but I don't know if that's a worthwhile goal.  I'd like a large set of colors to then use to build smaller palettes with.  Maybe I can shift some colors around and see how the overall space changes.

Any other feedback or suggestions?

Tourist

352
General Discussion / Color space
« on: June 20, 2009, 09:12:19 pm »
After learning a bit of color theory, I was no longer satisfied with the existing color pickers.

I wanted a better representation of the color space to start from, like a set of paints that a painter might use.  It would be larger than a single palette, but more limited than the complete RGB space.  A large collection of colors that I could use to create a palette for any particular piece of pixel art.

I took some individual red, green, and blue components of about equal lightness.  Three blues, five reds, seven greens.  They're in the upper left of the picture.  The lower left has the combination of any two of the components, and the center has the combinations of any three.  The colors in the center have the same data sliced three different ways to better visualize the results. 



The idea is that starting from any particular color, one can create a ramp by moving along a constant direction (horizontal, vertical, up/down, and any of the diagonals).  Starting with a few different colors based on the idea for the pixel art piece, I could create ramps as needed and have a palette that works.

The area on the far right is a scratchpad I used to construct some sample ramps. 

The colors are non-linear in RGB space, which means that hue, lightness, and saturation are not independent. Shifting a color lighter, for example, also means shifting the hue in one direction or another. 

This is the fifth version of this I've put together and the first that I'm mostly satisfied with.  Any feedback is welcome.  Do you think this is a worthwhile exercise?  Is there some part of the spectrum that is missing?  A better choice for the red, green, blue, ramps?

Tourist

353
Pixel Art / Re: RPG bases D:
« on: June 13, 2009, 02:41:07 am »
Thanks for the tips on the dithering.

Another option for the perspective is an single point perspective focused on the middle of each room or hallway.  It only works if you've got discrete areas and if the hallways don't wrap around a lot.  This was used in the boardgame Warhammer Quest.

It doesn't solve the problem of what to do for the characters (the boardgame had miniatures),

Here's an example (not my art, and not pixel art, but you can get the idea).

http://www.wqchronicles.com/boards/lab.jpg

Just another option,
Tourist

354
Pixel Art / Re: more spectrum dragon
« on: June 13, 2009, 02:33:04 am »
I took a shot at the eye.



Tourist

355
Pixel Art / Re: RPG bases D:
« on: June 09, 2009, 04:33:17 am »
I touched up one of your portraits.  I didn't want to, but a muse grabbed me and would not let go.  One minute I'm sitting here thinking I might practice some dithering (on one of my pieces no less) and then bam!  four hours have gone by and I only break loose because I've skipped dinner and I urgently have to use the bathroom.  Ugh.  And I've touched up one of yours, using Paint, instead of one of mine, using Paint Shop Pro like I normally would.



Some minor anatomy tweaks.  I made the ear larger to fit better with the long face.  The eye area (brow, eyeball, cheek) was rather flat looking, so I enhanced up the depth differences.  This also meant minor tweaks to the profile on the shadowed side.

I didn't alter the hair or lips, and the eyebrow on our right still needs to be adjusted down a bit.  It's a tad distorted.

Oh rats, I just realized this was your avatar too.  Um, sorry about that.

Tourist

356
Pixel Art / Re: Professor walking
« on: June 08, 2009, 10:52:33 pm »
I think the timing is wrong on the limbs of the old man.  A person with a cane has three points of support, and generally would not lift two of them at the same time. 

You've got the cane and one foot hitting at the same time.  This would work for a crutch where the purpose is to reduce the weight on a an injured limb, but a cane is for general support and balance.

Here's a video of a real person with a cane: http://www.youtube.com/watch?v=_Lb-ifffIjs

I don't know if you have enough frames to have a third motion in the animation (leg, leg, cane) but three motions with slightly different timing would break things up nicely.  Having  different points of support at different frames can help guide how the hips and shoulders would move too.

Hope this helps.
Tourist

357
Pixel Art / Re: Posted for fun
« on: May 29, 2009, 06:48:31 pm »
Thanks for the feedback. 

It was originally going to be shorter and reptilian, but the design drifted as I was doing the pixels, and the green I chose didn't work with the orange shirt, so he became blue.

In the future I'll try and do a more complete character design before starting the pixels, but since this was a one off I'm ok with the result.

Tourist

358
Pixel Art / Re: Posted for fun
« on: May 28, 2009, 09:20:00 pm »
Swapped the orange and blue colors around to make it a white guy instead of an alien.  Is this more interesting or less?



Tourist

359
Pixel Art / Posted for fun
« on: May 28, 2009, 04:25:11 pm »
I did this one for fun.  This is a goof inspired by some old 70s era fashions. 

I didn't get around to adding any hair, because it was getting late.



Tourist

360
Pixel Art / Re: [WIP][Nudity] AA help please?
« on: May 16, 2009, 12:51:06 am »
Thanks for correcting me, and thanks for the diagram.

Tourist

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