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Messages - Ai
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21
General Discussion / Re: Hackable pixel editors?
« on: August 02, 2017, 02:39:37 pm »
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Gimp is also possibly designed only for 'make' and never supposed to work in any kind of IDE.
Well, there is not a project file or anything. That kind of thinking is pretty Windows-centric, although some Linux apps facilitate it (KDevelop).

People are gradually moving away from make/autotools to things like meson, scons, etc.., but it has been the standard for a long time on Linux, and GIMP still uses it.

The reason I mention Linux is because opensource software is, in the overwhelming majority, developed on Linux. That's where the best development infrastructure is -> most volunteer devs do not want to bother developing for Windows.

(not coincidentally, building GIMP for Linux is easy. Make sure GEGL and BABL installs are up to date, then run the standard './autogen.sh;./configure;make;sudo make install')

.. why do you think GIMP is a pixel art program, though? It's more like Photoshop -- an image editor that you *can* use to do pixeling.
It does make me wonder if you are trolling... have you even used GIMP?

22
General Discussion / Re: Ramblethread! A brainstorm approaches!
« on: July 04, 2017, 11:49:44 am »
I think I have to say basically the strict category is it for me too. As we go left or right from there it seems like uh 'senseless technique-porn' (that is, considered as pixel art, it seems to be posturing 'look how linear I am!' / 'look how smooth I am!', rather than just solving the pictorial problem in question.)

It should be noted for context that I am positive towards the use of pretty much any tool (definitely including indexpainting and [blurs that are more intelligent than Gaussian is]). But another way I can put the above paragraph is: I think the tool is controlling the user, more than the user controlling the tool, in those broader items.  Perhaps I philosophically differ in this regard, but I think the artist should not 'push around marks' or let the media dictate to them; The influence of media should show in the 5% of the picture appearance, not the 95% (which should be showing the things that need to be shown, in correct relation/priority).


An interesting thought I had regarding this was about gradients - basically when does a "blur" or gradient turn into a "ramp" of colors which we consider pxelart like. I think the "pixelart feel" also has a lot to do with a certain amount of colors on a certain level of size.
Like something with higher reslution can use more colors to look like pixelart, while if you just blow up a small sprite with the same colors it can, but not necessarily has to feel "not shaded enough" and not as much as pixelart as the smaller version with the same amount of colors.


IMO that falls into the same 'meaningful decisions' theme that some people like to use when talking about this. That is, a gradient just looks like a gradient, if each shade doesn't have 'individuality'. When each shade has an individual shape that feels like it is defining particular subtleties of form, rather than just 'snowballing' with the other shades in the meta-cluster to create a gradient, it's a ramp. When you have too many shades, it just feels like you are nesting them, rather than 'pushing' one shade against another to exaggerate the effect of both.

It seems to me straightforward that the amount of individuality a cluster of pixels can have, is limited by the number of pixels comprising the cluster. So we need less clusters + more .. 'forceful' (gestural/heavily articulated) clusters to achieve the same 'pixel art feel' in smaller canvas sizes.  Conversely, when we blow up a small sprite with say HQ3x, it feels coarse mainly because the clusters aren't really utilizing the extra articulation that's available, just 'bevelling off the edges'. It has to stay 'finely fitted' to the particular canvas resolution, or else not feel like pixel art.

IMO the possibility of using dithering in larger sprites while it generally just looks ugly on smaller sprites, is a consequence of that same principle.  Dither can participate coherently in metaclusters on large PA, but tends to just confuse the identities of all neighbors in smaller PA.

Some techniques seen in old Amiga demoscene pics (particularly low color ones) are also working along same lines - making intentionally elaborate clusters to reinforce this feel. This works well IMO (reinforces 'pixel art feel') but I don't think the other aesthetics resulting from it are very good (excessive detail/eyecatches -> compositional problems)

23

I would like to go into a bit more depth about what I mean, because I think i feel the original hook, so to speak, of what I was trying to get at has been a little lost. I do understand the "why's" with regard ultra low color counts, but this was more of a case of wanting to know if there was pressure on folks coming to it new that there was a sort of obligation to use tiny pallets if not it would be frowned upon by people who rigorously follow the science of pixel art.

[...]

Most newbie posts here seem to be posted without context of what the application of their work is, and "sometimes" i get the feeling that some the new posts I see are simply "experimenting" with pixel art rather then having it intended as something with real application, and in that context feel they are taking the tiny color count a bit too far as if they feel anything else it wouldn't be pixel art.
Speaking of the culture of Pixelation, I do not think we exert such a pressure.
Rather, I think it may be the other way round. A person comes to X artform and thinks "I must learn the techniques, then I will be good at X". (I'm sure you can find a range of current topics in Pixelation that smell of this .. ;)

Of course it is not true: each artwork is made with at least some design constraints, and often the best artworks are made with many design constraints, but those constraints tend to be practical. But newbies, by definition, cannot be expected to have perspective on this. I think you are right, they are just trying things, somewhat missing the forest for the trees.

I would like to promote more of a holistic view - you get good at art by doing art, art of everything, art in every possible way, art examining every dimension of things, and technique is just something you should pick up along the way in service of that. You repeat any given technique a hell of a lot to internalize it, but I agree, your repetition should be done incidentally in pursuit of a more concrete goal (a particular artwork for a particular purpose). But actually figuring out how to send that message to people who often don't yet have much of an overall conception of how art works.. it's pretty hard.


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Also, the term "pixel control" has been mentioned here a few times, but there is also color control, there is just as much discipline in controlling colors no matter how many there are, as there is with controlling individual pixels.
I don't think anyone disputed that. Rather, I think the view is that it's harder to effectively  control N+1 colors than it is to control N colors. Speaking personally, I believe that this holds strictly for any design problem (eg. engineering, architecture, ..); the less elements are involved, the much easier it becomes to optimize those elements to fit the overall goal.

I would say that such optimization happens much better when it is conciously aimed towards. But then, that's true of almost everything.

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Regarding being able to point to specific examples, well as I stressed its a feeling, which is why in particular I wanted to hear from new folks, I realize the people who have responded so far to this are more then not experienced/skilled/ beyond the total entry point phase.
When you ask these general questions about the community, the people who are not newbies will be most able to accurately answer them. That seems unavoidable to me, and I wouldn't really be surprised if some newbies who might otherwise have posted felt intimidated by the level of dialog happening here.

24
General Discussion / Re: Exercises for Pixel Art?
« on: May 24, 2017, 03:51:27 am »
Yo, don't draw every day.
It's an epic bold statement that sounds good.
But easily leads to RSI in the hands, a decline in mental health, and lacks life balance.
IMO a strong and steady pace *does* need to be every day (with the exact *amount* per day being more flexible).

15min a day is IMO a good way to start out, to develop the drawing habit, and I would say it is in no way excessive or unhealthy[1].

I'd suggest 15min as a minimum amount because it takes a certain amount of focused effort before your feelings start getting onboard with the idea of 'working on this drawing task for no less than 15min'. Sessions shorter than this are IMO not effective at reinforcing that habit of focus, which is absolutely needed to learn effectively. [2]

There are also natural opportunities to draw in some cases (for example, on buses, or when making notes). Taking this 'lifestyle' approach - don't just give it a timeslot, but find ways to fit it into the context of other tasks - IMO is necessary to ensure consistent progress. This eventually makes the plan of 'draw something every day' quite easy to achieve.


[1] re: RSI, As a side issue: another thing a newbie should be aware of that can have a big impact, both on drawing quality and RSI: Don't press so hard. Using the minimum possible pressure wins on three fronts: less pencil wear, less body wear (ie. protecting yourself from RSI), smoother lines. People often cite control as a reason why they press hard, but the same level of control can be achieved by training your muscle control instead (particularly, working to draw mainly via shoulder motion rather than  elbow or wrist motion).

[2] Learnt this from Nicolaides' "Natural Way to Draw", FWIW. I also recommend this book on the basis of Nicolaides' ability to teach techniques that *make you think about the subject*, rather than providing a neat way to reproduce the surface appearance.

25
Challenges & Activities / Re: The Daily Sketch
« on: April 28, 2017, 10:45:32 pm »
Thanks for the feedback Ai, I also don't like the zig zags - I'm out of drawing practise so gestural marks don't come so easily to me.... I was trying to copy the fluidity you managed with your leaves in the first one.
Haha, that was actually pretty much a polygonal blob (think cel-shading / anime, except I try to think of it as a cluster of simple 3d shapes); one way I get it more gestural though is I don't draw shapes continuously A->B->C->D->E->F->A , instead I move my arm rapidly and put in only the line segments that line up with the gesture (eg A C E -- often consecutive line segments use different or even opposite gestures). It requires concentration to keep the full shape in mind.

I regard the way gesture is described in Nicolaïdes 'Natural Way to Draw' as the gold standard. For me, it was very effective in levelling up my gesture skill several levels, but I'm also well aware that there are more levels to go (gesture is deceptively simple).

For a lot of it, it's simply volume of work (eg. I've done 3000+ gestures in work for Nicolaides alone). But one part that I feel is particularly helpful is where he says 'every so often, do a session where instead of 25 gestures x 60 seconds per gesture, draw each of those 25 gestures in 7 seconds'. That really forces you to get the lead out, because you simply cannot capture the movement of all major parts in time if you *don't* move loosely and quickly.

26
Challenges & Activities / Re: The Daily Sketch
« on: April 27, 2017, 03:05:21 pm »

Thanks so much! The advice got me quite excited so I had to go out and try it. Drawing from life as I'm not quite accustomed to using sources yet.
[...]
The above is, admittedly, a tree that is easier to draw. But your advice about the spaces between the trees ballooning from a central point helped with this one. I still need to figure out how to articulate particular leaves it seems. The L-system is really interesting, checked it out and the concept definitely changes the way one looks at natural forms.

I don't think there's any per-day restriction. Personally I just try to think about how much vertical space I'm taking up, and put some images in spoilers to reduce that if needed.

Glad it helped. Right now, I need to go to bed, but some quick comments:

* Nice consistent tone application, you're obviously comfortable with it.
* Not such a fan of the zigzag motion on foliage, it directly creates tangents.
* Pretty respectable planes
* Except at the base of the tree. which feels like it isn't turned in 3d near the lowest joint.
* Left Hand of Darkness sounds like it might be funny, but nope, not the reference.
* Don't know what is going on with the line moving towards top-left. Is it supposed to be the edge of a block of leaves ?
* Yeah, ground plane was added digitally. It really helps a lot IME, I'm trying to get in the habit of putting a ground plane clearly in most drawings to begin with.

27
Challenges & Activities / Re: The Daily Sketch
« on: April 27, 2017, 08:22:14 am »

@Ai I'm really loving your plants! I've actually been asked to do some trees for some band posters and freaking the fuck out because my forest drawing abilities are minimal. How did you go about articulating the leaves?
Thanks :)

My approach definitely depends on having pencil sharpened with a long 'bullet' point, as this lets me put the gesture in in very light tones (side of pencil, with overhand grip) and sharpen it up later as needed with the point. You can see this in the leaves on the second pic: most of them have thick lines, a few are sharper.
This might not seem like it makes a big difference, but I find being able to switch between general and specific like this extremely helpful.

Beyond that:
* Whenever joint articulation is especially important, I remind myself to think of the spaces in the object as being tangible (eg. a huge irregular balloon straining to expand against the solid forms of the plant). This helps make the members more firmly 'ranked'/'sorted' into clear locations in space.
* If you are using tones rather than just line, the planes at joints usually turn over one axis and then fade into another axis. Clearly tracking the turning of those planes helps a lot to give depth

* Leaves are spatially-sorted series of front edges (the remainder is easy to fill in given a good front edge, or can just not be filled in as in the lower leaves in my second pic. In any case, leaving it till late in the piece is usually good). Reliably distilling what you see into a definite spatial ranking is pretty much down to practice.

If I look at what I've done here, I'd say what it most lacks is clear punch-outs (some level of crisp silhouetting -- not on the entire drawing, just on the most important parts so the viewer automatically extrapolates them to the vaguer parts). The tiny yet non-tangential spaces where different clusters of leaves overlap, are what sells the scale of the leaves; And fading out some of the higher 'see through' parts of the overall foliage conveys that the space inside the tree is.. well, a space (ie. some light from the sun penetrates). For a forest, I'd suggest each tree should have only a few such spaces shown, and using other cues like changing overall value to add depth without making the big picture messy.

If that isn't quite enough, you might also gain insight by investigating L-Systems, which describe the regular pattern in which joints develop in plants and trees.

28
Challenges & Activities / Re: The Daily Sketch
« on: April 26, 2017, 11:54:48 am »
Tones (digital part is intentionally minimal)



You can probably tell which one came first.

29
Challenges & Activities / Re: The Daily Sketch
« on: April 18, 2017, 08:56:01 am »
Yes and no. It's not quantized until the stroke is finished (pen up) -- so it does have realtime display quantization. It's just that each painting operation takes the indexed data, converts it to RGB, paints on it, and converts back in realtime -> after the stroke, indexed pixels are finally stored in the layer.

Because painting is always in either GRAY or RGB now, I suspect a patch to make just the display (not the actual layer data) indexed wouldn't be very complicated.

30
Challenges & Activities / Re: The Daily Sketch
« on: April 18, 2017, 07:16:14 am »
I like the looseness that comes from indexpainting with a truecolor 'backbuffer' (this is basically how it works in GIMP 2.9) -- you can 'invisibly build up' paint until it passes a threshold and becomes visible.
Please explain. How do you do this in GIMP?
It's actually pretty easy (assuming compilation isn't scary to you ;)

* Compile and install a recent version of GIMP 2.9. Ideally the very most recent. Installing deps (especially babl and gegl) may be required.
* Launch GIMP and create a new image
* Prepare a palette with the colors you wanna start with.
* Convert the image to indexed with custom palette set to the aforementioned palette. Uncheck the 'remove unused colors' checkbox.
* Paint with anything that isn't pencil tool. Airbrush, or paintbrush with a fuzzy brush, for example.

Experiment with the new Force parameter to get paint coming quicker or slower. Everything is fully functional (eg. use whatever paint mode you want, it'll work)

* Also make sure your painting is using Default, not Legacy, blending (that's controlled by the new widget sitting next to Paint Mode in the
tool options). This isn't strictly required but makes everything much easier to predict.

* Layer modes work as expected, except the result of blending is not indexized before display. IMO this is a bug. Need to merge layer down to fully indexize. Non-binary alpha and masks also work as expected -- eg. I used Levels on alpha channel of text layers in images below, to get a likeable indexized result.

Basically you can use any tool as you would on an RGB image; the 'pushing through' is really an effect that comes about due to the fact that you're painting in RGB but the displayed surface is quantized to the given palette, so the change only shows up when the "real color" is different enough to be quantized differently

Some indexpainted demos of Force vs Opacity (using standard brush tool w/ white fuzzy brush); hopefully this illustrates that Force works similarly to [Flow in Photoshop]

(Force)
(Opacity)

If this is not an adequate explanation, I was thinking about doing a video. Let me know if you'd be interested.

EDIT: actual sketch content: Quick test of Mypaint's new snowflake symmetry:


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