Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ai
Pages: 1 [2] 3 4 ... 106

11
General Discussion / Re: How is it done ?
« on: April 07, 2018, 11:01:36 am »
I'd say, first off, that probably isn't pixel art. Most of the details look like an image that was painted at a larger size, and then shrunken down and given a few touchups to make it more pixelly. The "68" is the only thing in the image that I'm sure was pixeled.

The texture of the metal appears to be a pattern applied via a separate layer; probably with low opacity and a 'lighten only' type layer mode (eg. Screen). It may be a prefabricated pattern that is applied wherever needed.  If I had to paint the pattern from scratch, I would probably use GIMP, with a rectangular brush, low opacity, randomized size. If I had to use a pixelling program, like GrafX2, it could be similar -- rectangular brush, low opacity (but GraFX2 doesn't support dynamic brushes, so I'd need to manually apply different sized rectangles).

Given that the image was going to be shrunken down, the texture wouldn't need to be very detailed; you could just tweak a few pixels after shrinking.

12
General Discussion / Re: "Equipment" for working on the go?
« on: February 07, 2018, 06:05:14 am »
Yeah, after some drawing on gridded paper and some practice pixelling, it's not too hard to figure out how a particular drawing will render into pixels. Mainly, you learn to think ahead of time about what scale of features you can use that will remain legible in pixel format.

Working with a relatively coarse medium like charcoal can also give an experience of drawing that is qualitatively more like pixelling.

13
General Discussion / Re: Let’s Study Perspective
« on: January 31, 2018, 10:12:26 am »
IMO the way to study perspective (or any other artistic fundamental) is to live in the intuition-building framework, and take regular but relatively brief excursions into the strict-construction method. The point being to establish strict construction as a tool to aid intuitive construction and check your work,  moreso than vice versa. Keeping intent and concept -- what am I drawing? -- at the forefront, rather than method ('how am I drawing?'), to avoid the deadening of drawings you mention.

Arne's suggestion 'have some perspective-y lines, but they don't have to be ultra correct. Just use them as rough guides' hits the right balance IMO.

In regards to what essential operations in perspective it is good to train, I think Scott Robertson's book 'How to Draw' does an excellent job of paring down things to the most essential, combinable atomic operations.

Regarding spheres, Douglas Flynt has a step by step ellipse construction guide, using a quad-subdivision method.
If you want to construct spheres / ellipsoids out of rings (ie. the same manner in which Blender's UVSphere object is constructed), you can do it with just that (and perhaps a few slight nudges, given that in 6-point perspective, quads are often a bit curved)

Crits:

Most objects in your latest sketch look correct, but the lower face of the character's platform -- it isn't clear how it's oriented. The two smaller faces on the sides may contribute to this.

EDIT:
A drawing I made in between writing the above, using a freehand approximation of one of the grids you provided:





14
General Discussion / Re: really what's so bad about my pixel artwork?
« on: January 01, 2018, 01:19:04 pm »
To add to Eishiya's good advice:
Practicing poses and dramatization is best done in a traditional medium. If you are trying to arrange pixels, that's a technical concern that's a major distraction from the drama. IME it's really good to get to the point where you can churn out 20 poses in 20 minutes -- then you begin with a selection of options and can arrive at a more informed opinion about what is appealing for a particular piece.


15
Challenges & Activities / Re: The Daily Sketch
« on: November 27, 2017, 12:36:23 pm »
After fixing up this laptop, I was able to begin sorting through my backlog of scans.


(2b, hb, permanent marker)


(2b, hb)

16
General Discussion / Re: Ramblethread! A brainstorm approaches!
« on: November 07, 2017, 01:27:19 am »
Clusters are especially important as size gets smaller.
The exercise that Helm describes is only an exercise, purity of clusters is not the only contributor to readability.

The planes are generally better defined in the Pure Cluster version you show.  The AA in the left version seems to sabotage form (eg. the leg looks simply 'rounded', whereas the cluster version is more clearly a leg). At this scale, AA tends to create heavy rounding, which IMO should be reserved for things that are *really* round (as opposed to, say, upper arms -- which are easier to read if left blocky).

The general principle I follow personally is to forget about "AA", stack clusters from dark to light, and if the result could use a few AA adjustments (which, again, must be made in consideration of 'read', not in terms of 'reduce blockiness', because blockiness is not necessarily bad), then adjust a few pixels.

Even if you don't find the above especially compelling, I do want to point out that clusters are a far more fundamental aspect of art (pixel or otherwise) than AA,  and it's generally most helpful to devote a majority of your time to the fundamentals. While carefully limiting how much thought you put into 'technical matters' (AA, dithering, etc)

17
The only thing I would add to what 32 said is:

Go outside pixel art. There are many important aspects of art that it's hard to pursue through pixel art. For example, muscles, anatomy and how form turns in general.

Ideally, you keep cycling through different mediums and restrictions. This is a way to keep experience fresh rather than becoming stuck in whatever beliefs/methods seem most convenient to your favorite media.

18
General Discussion / Re: Hackable pixel editors?
« on: August 04, 2017, 10:02:48 am »
Quote
GIMP suffers from .. complex and low bit depth image data structures, etc.)
I'll just point out that GIMP doesn't suffer from low bit depth; that's an out-of-date critique. It's got pretty full hi-bit-depth support at this point. Roughly on parity with Krita, IIRC.

I agree that GTK+ is inadequate, particularly WRT the amount of macro incantations involved in defining objects (though properly that is a critique of GObject rather than GTK+, GTK+ is still heavily affected since it uses GObject). That said, there isn't a realistic alternative that I know of (since Qt is C++-based; it would be really asking for trouble to port the whole codebase across to C++. The idea that C++ is an adequate language choice is also contentious.)

As a plugin writer, I found registration to be the most needlessly complex area. I believe this is caused by the limitations of the PDB (no support for kwargs, etc); a project 'libpdb' was started to fix that, but it stalled IIRC.



19
General Discussion / Re: Hackable pixel editors?
« on: August 04, 2017, 05:31:32 am »
My point was rather: you can argue all day long about "Vendor B should have adopted Vendor A's choice, and made his product compatible", or the opposite. It will have no effect on how you adapt your software to work on both situations.
If this was intended to counter some of the points I made, then I want to be clear:

It's not that $FOO should have been standardized, though we live in hope ;)

It's not that open source software is necessarily better -- although the code is often less overtly horrifying IME.

It's just that a platform that is made by devs for devs, where you can look into everything and see how it works, is naturally dev-friendly, and becomes more so over time. (the beginning in Linux' case actually being in Unix times -- culture of sharing and the whole cluster of ideas comprising "Unix Philosophy")
;
and conversely, a culture of black-boxing (Windows being the worse offender, but Mac should also be mentioned) - gatekeeping what you can and cannot do / look at - , is hostile to developers.  No amount or quality of tools can compensate for this; it's a systemic problem resulting in the devs simply not using the marginal platform, and thus not noticing the bugs specific to it.

(I also have experienced personally that GIMP and Krita are both a lot more buggy on Windows, so I thought it was relevant that they aren't buggy on Linux.)


Quote
Happy on their mountain, they think they know the one true way, the one ultimate eternal truth, smoking on the Dunning Kruger pipe everyday.
I must admit, I was tempted to just link the wikipedia article on Dunning-Kruger after reading enough of the thread. You have certainly shown more patience than me, being willing to do the research to find whether it's MSYS or Cygwin rather than just implying that part of the toolchain is missing.

20
General Discussion / Re: Hackable pixel editors?
« on: August 02, 2017, 11:16:36 pm »
Just by reading Gimp's source code doesn't tell me it's the best. More like worst. Gimp has never been a number one choice for most artists, because it's buggy (crashes randomly) and slow, and is missing some basic features. Those are characteristic to open source projects which most are linux based.
[/quote]
Yeah no lol.

As I said, Linux easily beats Windows for development infrastructure. That doesn't mean devs produce complete software (cause they are volunteers, and work on what is fun) - it means developing *is easy and reasonably fun*.  It means Windows-specific bugs hang around because no-one wants to bother with developing on Windows.
It also usually means that the Windows instructions are more complicated because the infrastructure has to be installed, rather than being there by default.

But you knew that right? Being a good programmer and all?

Pages: 1 [2] 3 4 ... 106