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Messages - STE 86
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31
    • Were the "old masters" recognized as such? By whom? And masters of what, exactly?
    LOL no sorry, we were not masters, we were students on the cutting edge, constantly evolving and experimenting with new machines and applications we were constantly learning new skills. consider it similar to the photographic revolution in the 60s with David Bailey and Brian Duffy etc (just nowhere near as glamorous :) )
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    • Specifically, did people who liked videogames appreciate their art?
    yes it was appreciated and some folks like Bob Stevenson and Paul Docherty on the c64 and later Pete Lyon on the ST were "names". although to be quite honest most were known only to the demo scene by name. the general public may well have appreciated their graphics but generally they didnt know their names. the programmers and particulary the musicians of the 80s games were far more likely to be "names" than the artists/designers.

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    • How did the various communities of authors and audience of pixel art change, socially and culturally, over so many years?
    i can only comment from the c64 demo/compunet era but in those times artists could be very well known on the "scene" and would recieve far more attention there than commercially. after about 1989 i cant really comment because i was commercial after that totally with no activity in the demo scene.
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    • Was the notion of "pixel art" as problematic as it is today, or did people just draw stuff?
    No nothing like this, we just drew stuff and learned from each other. just talk and observation of new techniques, no crits no hard and fast theory just do it and learn and experiment. no barriers on what you could or could not do, if u could draw it, it was acceptable. just no "digitization" which would be termed "wired" now :)
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    • Where does the artistic ideal of pixel art "purity" come from? My theory, as I explained, is that it originates from the fracture between mainstream users of general purpose software and nostalgic users of "retro" software.
    I have no idea, but presumably it came after the time when applications finally enabled artists/designers to work in the electronic medium in the same manner they would on paper or canvas rather than dropping clusters of pixels on the screen by hand.

    Steve[/list]

    32
    I'm kind of confused... You make it sound as though this forum is ruled with some kind of Iron fist.

    hmm. judging from a couple of helms posts to the one above are u absolutely certain of this? they do contain implied threat of banning to me.

    but anyway,

    my point of view has not changed at all in 20 years. i have always and will always loathe pretentious "arty" evaluations and crits. i WILL always opt for practical ones.

    to me quoting some method or rule attributed to someone the reader will never even have heard of is not in the least useful to a newby. all it does is attempt to make the quoter feel self important and superior. many other people will have discovered the same method. they just wont know the pretentious name for it. i will guarantee it.

    better by far to post a practical example of a real world photo or illustration or even just say "move x pixels slightly to the left and make them blue and your image balance will be better"

    and i am getting the distict impression on here its "my way or the highway" despite all the senior members protestations otherwise.

    Steve


    33
    oh ho, i would like to ask why exactly i am "close minded" simply because i object to people telling new guys that "u MUST work like this because THE RULES say so" quite honestly i would say that YOU are the close minded one for insisting on rules at all. also u suggest that i am saying that "fun exciting and dynamic" have to be the same for everyone? again i refer u to the fact that u quote "rules" and "methods" not I.

    exactly what is the point of being narky about my avatar? my avatar was done by me on a commodore 64 in 1989 and was the last non commercial pic i ever did on said machine and was possibly my most remembered. it has no "deep and meaningful" significance. its just a nice piece of 80s c64 graphics. kind of like the point i have been making about "prententious cobblers" maybe?

    oh and point of order, i am telling nobody on here they are "doing it wrong" simply i am saying that is EXACTLY what all your rules and methodology and copious "do's" and "do nots" seem to do.

    I too have posted on here a few times and on the pixel joint. but generally my advice to new guys amounts to "stop trying to make it up" and "use real world refs" when they ask for crits. maybe i should start adding in phrases like "luminance quantization" and other invented pretentious rubbish to get noticed? :)

    Steve

    34
    ah but u see i dont actually reminisce about pre 1994 as "pixel art" in fact i had never even heard the term before frequenting these boards last year. to me it was enjoyable graphics design, but it wasnt life changing art. only the current crop of "artists" seem to view it as that.

    also i would never refer to myself as an "artist" only ever a "designer". i work for a living. once in games now in advertising.

    see, "classical schooling" makes me want to retch already. i'm afraid in this quest for scholarly knowledge u mention, u seem to have turned what should be a fun and interesting passtime into something which comes across as sanctimonious and utterly pretentious.

    lighten up people. its graphics not fine art. it should be FUN and EXCITING and DYNAMIC not deep and meaningful and boring as fuck.

    Steve

    35
    i guess basically what gets to me is terms like "pixel purity" and the making of rules and regulations as to what does does and doesnt classify as "pixel art"

    pixel art to the generations that never got paid for has now taken on a "fine art" slant with many on here it seems. with much talking about the "trade" couched in such "arty" terms that i guess it just winds up "graphic designers" (or maybe its just me:) )

    u have to understand that to many in the trade, it used to be a real "them" and "us" between fine art students/artists and graphic design students/artists.

    basically what it came down to was "we" worked for a living and "they" lived on government handouts unless they got very lucky :)

    realistically what i suppose i take exception to when i say "cobblers" is a percieved (by me) "fine art" drift of a trade that was very dear to me and so it really sets my teeth on edge :) a bit like listening to someone spouting pretentious crap about a pile of bricks in a gallery trying to impress his lady friend :)

    back to the realms of reality and the applications tho, i do appreciate what u say about it being a pixel app simply because thats all it could do, which is completely true. i would ask you to consider that the truth is, if it could have done more, would we have used these options?

    YES we would. tbh we would have killed for photoshop airbrush :) and where would the "purity" have been then? basically YOUR "pixel purity" stems from the fact that OUR apps couldnt do all we would have liked :) (is that very deep and philosophical or what)

    lastly (thank god u say) i have seen since reading this type of forum many, many crits and tutorials that seem to tell any newbie that to show any pixels or jaggies is bad form. i cant say i can agree with this at all. pixels are your media to deny them and to disguise them all makes IMHO for a very flat and boring image. the way i look at it is that its like an oil painter not wanting to show any brushstrokes, it not natural to me.

    hopefully some of this will make sense and explain my "knee jerk" post previously in some way.

    Steve

    36
    you know, as one who WAS actually working there during your "halcyon" days of pixel art, i can honestly say that some of you talk a "a right load of cobblers" about "pixel art purity" and all your other guff.

    ofc Dpaint was a pixel pushing app, as was Koalapaint before it and Degas Elite along side it.

    Steve

    37
    Pixel Art / Re: [WIP] Landscape/cliffside
    « on: September 24, 2009, 12:23:40 am »
    bloody hell mate if u just want some dummy stuff to test code why dont u just borrow some for testing. there is loads around on here

    the mountains on this:



    would certainly fit your needs for testing code.

    but obviously dont use it for the final :) and quick pm to the artist would be good form.

    Steve

    38
    Pixel Art / Re: [WIP] Landscape/cliffside
    « on: September 23, 2009, 08:17:30 pm »
    hmm. i am not really sure that the graphics u have really fit cliff or landscape. in fact to me they actually look more like an irregular row of sawn off tree trunks.

    however if its a columnar effect u need but using rocks then can i offer, the natural basalt column rock formation of The Giant's Causeway in Ireland as a possible useful source of inspiration? google image search Giant's Causeway

    an example:



    hope this can help, rather than an enormous list of "what to dos"

    Steve

    39
    Pixel Art / Re: [WIP] Mandy the pragmatist
    « on: September 22, 2009, 04:22:09 pm »
    sumbliminal or not THAT is Jadzia Dax :)

    Steve

    40
    Pixel Art / Re: PI battle sprites
    « on: September 22, 2009, 01:31:57 pm »
    yes, i think i would go with the last posters comments. for best effect the muzzle should start its climb on frame 4.

    Steve

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