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Topics - Ai
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1
General Discussion / Pixel font/character filters
« on: September 09, 2015, 04:58:45 am »
I've recently been exploring the design space of pixel fonts and compiling some reference sheets.
This one is about filters suitable for use in helping create variants of pixel fonts:


(intended viewing zoom : 200 - 400%; Palette is the excellent Solarized)

The easiest way to try them out is via GIMP (2.8+) and the GMIC plugin for GIMP (packaged separately). At least some of them are available in other software (eg. GrafX2).

Overall, morphological operations (dilate, erode, opening, closing) are heavily emphasized. Value Propagate is especially high.. value, since it allows you to limit the direction of propagation of the erode or dilate operations, which allows you to thin or thicken vertical or horizontal strokes independently (cf. the 'military' variant done by thinning horizontal strokes)

I tried to be pretty exhaustive in searching for relevant filters, but if you have another filter that's relevant, I'm happy to update the sheet.

2
2D & 3D / Idyllic icons
« on: January 13, 2014, 11:33:07 pm »
Recently I discovered a pixelart-friendly image viewer, sxiv*
It doesn't have its own icon yet, so I made one up:



The author said he'd like to use it, but other sizes were needed..
If you are an X11 application, you need to provide your icon in all sizes: 16x16, 32x32, 48x48, 64x64, 128x128. So I went on to draw icons for the larger sizes:






I'm posting this in LowSpec because I feel it borders on controlled Oekaki rather than pixel art... since sxiv is the 'Simple X Image Viewer', I had a focus on simplicity.

* I say that it's pixel-art friendly because it has toggleable AAing, toggleable alpha channel, and builtin animation support with the ability to step one by one through frames. The scriptability doesn't hurt either.

Anyway, hit me with your best shot!
I feel particularly iffy about the sky as resolution goes up, but haven't put my finger on what it is. Any critique in that area would be particularly appreciated :)

EDIT: updated.

3
Pixel Art / fruity shading experiments
« on: June 27, 2012, 04:11:19 am »
I decided I needed to be more disciplined in practicing art skills.. so, I drew a series of fruit and am currently pixeling them (64x64 images); Don't usually post my stuff here, but this looks like it could go for a few more weeks at least, so hit me with any crits you have :)

Basis sketch image (sketched from right to left, not the converse, BTW):
(full size image here)

My aim was... to -effectively- use as many colors as possible. (aside from improving skills with planes).
I have previously experimented with 'iterative/recursive shading' and I'm beginning to get it to work well here.. Also motivated by a desire to find some of the techniques Henk Nieborg has used that make it possible to churn out many sprites with high shading detail, really fast; I suspect really strong understanding and application of planes is a key element.

Here's an earlier stage (just to dispel any suspicions that I CGed anything, heh):



I failed in various degrees on the first two: the cumquat and lemon both needed roughish texture, which confused my attempts to expand the ramps used. Putting that in the too-hard basket for now, I went to an easier attempt, a smooth skinned plum. Latest stage:



Somewhat complicated by the palette restriction I was working with -- 64 rgb intensity levels, ie. VGA palette restrictions. I ended up dithering cause I couldn't insert any more distinguishable colors, in the dark end of the ramp.
Also doing some hue mixing, due to the VGA palette restrictions, too.

I'm feeling happier about this technique now. Back when I remade the graphics for Bub-N-Bros, I used this recursive/iterative shading technique.. bit less happy with that outcome, even though I did like it, it seemed messy at times.

I think I cracked that, though.. one technique I used a LOT in this is to view everything as diagonal gradients. This makes it easier to avoid lumpiness, and rounds things well.. (well, I think the plum is a little too rounded/smoothed, haha. OTOH, it has practically no banding/lumpiness.)..
The other technique for unlumping is, if you must stack strips of color, stagger them in a direction that matches the planes of the object you're representing.
Oh, and make sure color regions taper smoothly throughout the image -- the other two techniques help this, but it's still challenging to me.

One thing that's pretty time consuming is redoing all the tapering when I add another color to the ramp. This isn't too bad as long as the underlying clusters are tightly structured; then it's quick to find the corners.

I'll also be setting up an auto history-saver as I proceed further in this.. I'll make a GIF or APNG when I finish.
Think I'll go for something more textured, like the peach, next.

Stats: cumquat = 15col, lemon = 12col, plum = 44 :), cherries = 24. Time? 7 hours so far..?

EDIT: Nah, went with the cherries. (also, fixed up the depth of the plum.)



</text> :)

4
Pixel Art / icons for jormungand
« on: August 21, 2005, 05:36:53 pm »
first:

Ever done a doubleheight-pixel pic? I've done a few before.. You could get a 640x200 mode (mode 2) on CPC, though it was monochrome.. EGA had a 640x350x16colors mode, and you could tweak the VGA to get 640x350x256colors
(X-Men did it). I think you could also get a few variants of the mode on Amiga.

Anyway, if you want something else odd to try..






my effort at improving my usage of doubleheight pixels. The facial expression was the hardest to get right -- it was difficult even showing that it was a face! It was done restricted to the non-AGA Amiga 'master-palette', which is 16*** RGB - I found i couldn't meaningfully add any more colors after the count reached 114, so that is the colorcount ( I was trying to add as many as I could).

Edit: Thanks Helm!
I hope the board will let me post in future :)



 And to the main subject!



These Icons are for  my Jormungand project, which is a port of the OHRRPGCE RPG construction engine to Python.More Info Here

these icons are in order,


Fire Water Wind Earth Lightning Poison Light Dark

Maptiles Walkabout-GFX Hero EnemyS EnemyM EnemyL Attack Weapon

Strong-vs Weak-vs Absorbs Move-type Move-speed Textbox Activation Background-gfx

Picture* Palette Item Add-item Pushability Activation-type** Scale

Vehicle Map Identity*** Infinity Can't-drop Bitsets Doorlink Door

Wallmap Alt-Wallmap blank blank blank blank blank blank

HP MP** Strength Accuracy Defense Dodge Magic-power Will

Speed Counterattack-rate Focus** Extra-attacks blank blank blank blank


*maybe should be an eye?
** This is vague.
*** Or Name.

Crits on any of them would be great, but especially the ones i think are currently vague!
They are marked **.
The set is not complete either - I need an icon for every visibly-accessible idea in OHRRPGCE. I have ideas on what to do for these, if you know the engine you might have better ideas, tell me in that case too!

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