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Messages - pistachio
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Pixel Art / Re: Help me with Sekiro
« on: July 24, 2019, 08:41:36 pm »

Messed around with the face but it depends on the direction you want to take it.
The scarf gets a stronger silhouette, ditto Chris2Balls. Fabric or thin things like this tend to bend and show both sides so it also gets this.
Worth looking up some cloth ref as well. We wanna see them folds.

Pixel Art / Re: A first go at a character: animated spaceman.
« on: July 18, 2019, 09:15:26 am »
Thanks Pistachio! That's very kind. I wouldn't have been able to get anywhere near those results without your edits.

With "slow in" and "slow out" are you talking about what I'd call "easing" in web UI design?

Yeah, ease in and ease out was the lingo, and yeah, it is everywhere right now even way beyond web design. :huh:
BTW there's good stuff in The Animator's Survival Kit, not only easing but about arcs and timing. Look into those two on the side, it's gonna help your other animations.

Challenges & Activities / Re: The Daily Sketch
« on: July 18, 2019, 09:08:47 am »
Yeah, this one is on to something

Challenges & Activities / Re: The Daily Sketch
« on: July 15, 2019, 09:20:37 am »

General Discussion / Re: Official Off-Topic Thread 2019
« on: July 15, 2019, 08:20:45 am »

Looks like it takes from Crocotile but it's all in Blender. Maybe not worth a bump but, hey, it was cool.

2D & 3D / Re: Experiment: using AI to turn pixel art into paintings
« on: July 15, 2019, 08:12:26 am »
screen-space refinement

I think that's how the raytracing already works. renders at super low sample rate and gets a grainy render, then AI filter magic time.

The issue with using this for pixel art is that you really should be using a deep filtering which has been trained using pixel art training data. But who wants to manually up-res down-res thousands of artworks for training data?
With a raytracer it is easy, you just render once at low samplerate and then at high sample rate and use these as training data.

Sounds in the first line like you're suggesting some kind of raytracing-AI hybrid here would be optimal for the filtering/upscaling thing, correct me if I'm wrong. Not sure what sample rates are gonna do to a bunch of squares...I need a better example of that...

2D & 3D / Re: Official OT-Creativity Thread 2
« on: July 15, 2019, 08:02:27 am »

tris: 553
colors: 12

Pixel Art / Re: [WIP][Feedback] Submarine interior - Base
« on: July 14, 2019, 11:32:11 am »
If I'm getting the style right it's pretty good so far. Keeping it flat or adding some wear on the corners, small stains/details etc?
Some parts can have some more contrast, I'm thinking the view out the window, the glass tubes.
I can nitpick some things that are hard to read like the clipboard thing on the desk, but the player can probably figure this out and it's very minor stuff there.
Might make a small edit.

Pixel Art / Re: A first go at a character: animated spaceman.
« on: July 14, 2019, 11:24:58 am »
Just wanted to add your progress is looking neat, kind of beats even my edit there :P

MysteryMeat is right, building off of his advice I'd tweak the first few frames of that jumping anim to be less linear. Probably I will make an edit much later to demo this, but look up animation terms like slow-in and slow-out.

Pixel Art / Re: Pixelating Fire
« on: July 14, 2019, 11:19:45 am »
From here your fire is looking blobby. Is it a flame or more like an explosion, how is it moving, what is the scale, the context? Stuff like that is what you ask thru the art process.

Here is some very good ref from the forums. Animated but watch the shapes. Actually, animating this kind of stuff is a great challenge.

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