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Messages - yrizoud
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11
General Discussion / Re: [Selection] The Art of PC98
« on: June 14, 2019, 01:04:21 pm »
Thanks for sharing. I really like the motorbike, and the transparent angel wings works very well for so few colors.
The site flat2d that hosts translation of japanese pixel programs has put online an archive of similar images for study, but as a big archive (page here). Hosted images are much easier to study, you can for example pass them to the PJ specs tool for zooming and analyzing colors :
http://wouterpleizier.nl/pj/index.php?input=https%3A%2F%2Fi.imgur.com%2FUxSVMLN.png

12
Pixel Art / Re: Fantasy
« on: March 11, 2019, 04:00:27 pm »
This is impressive work! Maybe less interesting in the second half (less eye-candy per minute, if you see what I mean ?), but it's hard to criticize when there's so much work put together.
So, official video comissioned by the band? Catchy tune, by the way. I watched it 3 days ago and easily recall the melody.

13
General Discussion / Re: i don't know what to practice
« on: March 04, 2019, 04:22:35 pm »
It may be useful to spend some time with a pencil and paper and tutorials like this one: (I googled "tutorial cartoon animals")
https://design.tutsplus.com/articles/cartoon-fundamentals-the-secrets-in-drawing-animals--vector-17361
Even if you don't find one for exactly the drawing style you prefer, the practice is really helpful to represent what you want to draw - and understand what makes a character look happy, grumpy, etc.

14
Pixel Art / Re: ninjavivi's corner
« on: January 24, 2019, 03:50:50 pm »
I wanted to add, and sorry if it's already obvious, but whenever you intend to use a limited number of colors, it's better to work in "indexed colors" mode rather than truecolor (RGB) mode. This means that at any point in time you can change one color "in the palette", and it will affect everything you have drawn so far using this color.

15
Painting over a scan / sketch can be very in-depth - but in the example that you show, it's rather clear that the buildings retain a lot of pixel details from scanning, with as little re-touching as was necessary.
it make me wonder why people are criticized if they use these methods nowadays to make pixel art.
Mostly the issue of plagiarism (if the source is an artwork) and undeserved praise.
It's not so new, because even 20 years ago there was the "no copy" movement in demoscene, as a reaction to the (over?)use of copying paintings, with and without credit. Boris Vallejo, Luis Royo, and licensed AD&D artists got copied a lot.
Nowadays, galleries like Artcity (artcity.bitfellas.org) and Pixeljoint  strongly advise providing sources and references, so that the viewer can make their own opinion.
Making-of videos can be very interesting to watch (or at least skip through), it's not unusual to see that the video is at 33% duration when you'd consider the image finished, but a dedicated pixel artist will keep tuning and fixing and redoing parts that he doesn't like.

16
General Discussion / Re: Too much Spam in the forum...
« on: January 23, 2019, 08:35:45 am »
It comes at a price, because the first post review is a hurdle for real new users.
And I salute the mod(s) who will review the daily spam.

17
General Discussion / Re: the last 20 posts in Job offers is spam
« on: January 22, 2019, 03:00:49 pm »
Unfortunately, I feel this is killing the site quicker than a hostile takeover. There is everything from straight "wall of text" spam, to hidden links in copies of old posts, and con artists posing as newbies in order to beg for answers.

18
Pixel Art / Re: [WIP] Here goes some industrial tiles
« on: January 22, 2019, 11:07:51 am »
Unless your game requires front-facing light (for example if you're mirroring sprites for left/right), I would advise to use a lighting that favors a side. This is especially for your diagonal walls : if the \ and / walls have different shades (One lighter than the "---" walls, and one darker than them), it really helps the visibility of the scene as an actual 3D thing.

19
AFAIK, it's well known. You need considerable experience with a topic in order to draw / improvise from your own memory, so photographic material has often been used as reference (so you can frequently watch what you're trying to represent), tracing material (when you copy the exact silhouette / proportions), or straight up pixel base (you paint over an already digitized copy).
Note that this is never a guarantee of saving time : converting a digitized photograph to your current style and environnement (lighting, colors, resolution, level of detail) can be more time-consuming than straight up drawing, and only very skilled pixellers can guarantee that they reach the style of the pixel graphics around.
I think it's like special effects in cinema : any time it's hard to judge if something is real or not, it means somebody did a good job.

20
Pixel Art / Re: Critique please
« on: January 11, 2019, 03:12:34 pm »
I find the jawline a bit distracting. In the original 2-color version, the equally spaced pixels convey the idea of a continuous line that is thinner than 1 full pixel. Now if you add one color that is an intermediate, you have the ability to represent the thinner lines using continuous pixels of this color.
Here for example, this shows a "jaw"line that starts thin, becomes thicker (full white), thinner again, and fades as unattached pixels.


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