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Messages - Tourist
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71
General Discussion / Re: Official Off-Topic Thread
« on: July 02, 2012, 06:28:36 pm »
No worries.  Good luck with the play! 

Tourist

72
General Discussion / Re: Official Off-Topic Thread
« on: July 02, 2012, 05:45:33 pm »
Not many folks had sunglasses in 1919 I reckon.  :)

You're kidding, right?  I mean, they weren't really popular until the early movie stars started wearing them (and even more popular after WW2), but tinted lenses have been around for a few hundred years.  Just get some vintage frames and don't go too dark on the lenses.  You probably don't want to cover your eyes for the acting bits, but it they could serve as a decent prop and give you an excuse to wear them around when not on stage.

http://www.eyeglasseswarehouse.com/pages/WWI.html
http://www.eyeglasseswarehouse.com/pages/19c-turnpin.html

Tourist

73
Pixel Art / Re: [WIP] Racing game C&C
« on: July 01, 2012, 06:05:00 pm »
The graphics are simple, but nice.

By putting the health(?) bars directly in front of the cars you are explicitly blocking the line of motion.  I don't think this is a good choice.  Placing them on one side would give a visual bias.  Perhaps integrate this into the car graphic itself.  Either a few states (fine, damaged, really damaged) or maybe even get tricky and incorporate it into some racing stripes.  Hmm, maybe not enough pixels for that last idea.

I suggest reducing the saturation of the grass quite a bit to reduce its visual priority.

Many racing games offer a small image of the overall track so the player can tell where they are at with a quick glance.  But that depends on how the game plays, I  suppose.

Tourist

74
Pixel Art / Re: fruity shading experiments
« on: July 01, 2012, 02:53:29 pm »
Quote
So, are you suggesting that the cumquat and plum also suffer from this problem? or just the lemon?

The kumquat does not suffer from this because the light is almost dead center.  There's not much shadow that will show up.

The plum and cherry do not suffer from this because there is a strong contrast between light and dark areas, though to be honest they both kind of fade into the background.  That could be my monitor though.  But yeah, they look fine.

Also, edited the tutorial link in my previous post, should work now.

Quote
IMO on the lemon at least, the problem is that the subdivisions of light level are too evenly spaced, they need variation..
I agree with this.  Here is a photo of a lemon with similar lighting to your image.  It has a distinct separation of light and shadow, like the labeled image I linked to earlier.  Your latest version has some of this, but I think it should be stronger.  Knock down the values on the shadow side of the lemon by a step and it will look better, imo.



About the process, do you think it would work equally well for palettes using LAB that incorporate more uniform steps in lightness?  Or does the linear RGB scale (non-linear lightness) contribute to the effect?

Tourist

75
Pixel Art Feature Chest / Re: [WIP] Action/Adventure Sprites
« on: June 30, 2012, 07:28:53 pm »
For texture inspiration, have a look around at some free texture packs.  Not pixel art but food for thought:



Will this environment have some vertical levels?  Stairs up to balconies, or raised platforms?  If so, consider how the stairs must be drawn to make sure they are visible (particularly descending northwards).

Tourist

76
Pixel Art / Re: Amateur incoming - A few sprites of mine
« on: June 30, 2012, 07:22:58 pm »
Here's what I see:

The animation is nice, and your choice of colors is good.  But ....

1) The face is in perfect profile, but the ears are not.  If the head were turned to match the ears, we would see more of the front of the snout.

2) The neck is too long.  This is hidden by the collar, erase the collar and it looks like a giraffe.

3) The head isn't positioned well on the neck.  Move the whole thing forward a few pixels. 

4) The legs are a bit too short, arms are a bit too short, but that's mostly problems with the neck and shoulder.

5) The lighting is inconsistent.  The hair and coat are lit from the left, but there are no shadows on the front of the face or ears.  The shirt is lit from above.  The lighting on the trousers imply this character has no hips or pelvis.  One shoe is lit from the left, the other from the top.

6) The tail doesn't read very well.  Multiple tails?  It is unclear.

7) The shoulder looks a bit out of socket too, but this may be due to the pure vertical line of the coat.  The clothing should depend on the anatomy that lies underneath, and not just cover up a space on the canvas.

Honestly, it looks like you started from the top, worked your way down, and kind of gave up about when you hit the belt.  I recommend working on a couple of simplified stick figures until you are happy with the pose and proportions, then modifying this figure to match.  Practice the anatomy of the human portions a bit before putting clothes over the shapes.  This could turn out quite nice with a bit more work.

Hope this helps,
Tourist

77
Pixel Art / Re: fruity shading experiments
« on: June 30, 2012, 06:47:46 pm »

A core shadow? I've never heard of this concept. Is it a shadow that, in conjunction with the outline,defines the 3d shape of the object?

Yeah, that's it.  I used to have a very nice picture of an egg with the shadows and whatnot labeled, but I can't seem to find it at the moment.  So here's the same info in a long tutorial:

http://www.conceptart.org/wiki/doku.php?id=tutorials:value

with the most relevant image here (linked for size):

http://www.conceptart.org/wiki/lib/exe/fetch.php?w=&h=&cache=cache&media=sphere_labeled.jpg

Human vision works on contrast.  If you smooth away all the contrast, the result looks a bit smudgy.  Maybe try a fractal approach?  Where you have smooth shading within each light/medium/dark area, but still keep a larger jump between the different areas.  That might give you a vexel style look though, which isn't what you're going for.  Dunno, jut thinking off the cuff.  

I like the experiment and hope to see it continue.
Tourist

Edit: Rats, messed up the link tag on the tutorial.  Should be fixed now.

78
Pixel Art / Re: fruity shading experiments
« on: June 29, 2012, 03:26:28 pm »
I think the lemon suffers a bit because but lacks a core shadow.  This is hidden by using a pure black background.  The latest version of the lemon has a bit of a shadow, so this is headed in the right direction, but it's not quite there yet.  It's not a problem on the orange because of the difference in light position.

I am interested in the technique you mention.  Do you start with the lightest and darkest points and then simply build a dithered gradient between them?

Tourist

79
General Discussion / Re: Official Off-Topic Thread
« on: June 22, 2012, 01:53:39 am »
Of course it's ok.  Grayscale is fine.  You might try fewer colors though.  Maybe 6 or so to start.  Practicing Line art or complete forms is fine. 
If you are new to pixels, the noobtorials at PixelJoint are useful: http://www.pixeljoint.com/forum/forum_posts.asp?TID=5692

Hope this helps.


But off topic, this week was adventures in digging. 

There is a tree stump in my yard.  So I go to dig it out.  Only it's not a tree stump exactly.  Two feet down and there's no roots so far, just trunk.  Like the previous owner buried a tree halfway and then just chopped off the top half at the new ground level.  Why????  This thing could go down six feet or more.  Well, ok, I can just cover the top with brickwork.

Digging adventure #2 was the anvil.  Yep, my house came with an anvil.  An I-beam really, about 1 foot long and 6 inches in either direction.  Welded to a short post that is stuck in a large post that is stuck in the ground.  The whole thing comes up to your waist.  The anvil part is heavy, gotta be 60 pounds or so (25+ kg) but it comes off and I can carry it.  The large post goes down to the ground, embedded in concrete.  No problem, I can just dig it out, right?

An hour later, I've got a hole a yard deep (1 m).  I've had to dig a hole to stand in just so I can dig down further.  The post keeps going, and doesn't even wiggle when I tug on it.  On the one hand, it's kind of amazing how much dirt one person can move in an hour.  On the other, I'll never be a gravedigger because I'm too much of a wimp.  And the post still mocks me.  I'll give it another shot tomorrow.

Anyone have a use for a heavy chunk of steel I-beam?

Tourist

80
Pixel Art / Re: Little help for a newbie
« on: June 19, 2012, 03:27:11 am »
There are some small areas of banding that can be cleaned up.  Banding can not always be avoided, but often it can.  This chart was made by Arachne:



Take a look at, for example, the arms on the fellow on the far right, and you'll see it.

Hope this helps,
Tourist

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