AuthorTopic: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art  (Read 13022 times)

Offline daramon

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #50 on: August 05, 2019, 12:59:36 pm
I massively prefer the hand in the second animation. It really looks like it's opening up, rather than being a static unit moving up and down a few pixels, like in the first version.

Maybe make it bounce up and down on its knees a bit?
« Last Edit: August 05, 2019, 01:10:21 pm by daramon »

Offline falz

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #51 on: August 06, 2019, 03:10:24 am
Cool, I kept the hand motion, but made the movement ore subtle. I also altered the head to get closer to the bandage/wrapping look I wanted from beginning. I'm debating about whether to add more detail to the robe, but really not sure.

edit: actually, I should simplify the colors for a standard enemy, Maybe like this
-> (edit)
edit: An attempt at an attack, maybe? I found that I wanted to flip the orientation to make the attack animation work, and I like the way it looks, still
,, animating ->
edit:
I made the bandages consistent between frames and they become more unraveled for the keyframe. Also, I made an inbetween and a lil shake for how it'll be in game
,,

« Last Edit: August 07, 2019, 05:01:55 am by falz »

Offline falz

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #52 on: December 01, 2019, 12:32:04 pm
Currently working on a new floor tile. There's 4 variations and no edge cases done yet and the wall portion is not finished. Wondering what people think.



The outlining is done with a shader I wrote
« Last Edit: December 02, 2019, 05:26:45 pm by falz »

Offline Curly

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #53 on: December 03, 2019, 03:18:23 am
Looks a lot clearer now!
I think the floor tiles are a bit too noisy.

Offline Vinik

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #54 on: December 09, 2019, 04:08:02 pm
Currently working on a new floor tile. There's 4 variations and no edge cases done yet and the wall portion is not finished. Wondering what people think. The outlining is done with a shader I wrote

Its been a while since I checked on this, and it is looking cool! The 2:1 ratio tiles are exactly what I imagined that would work well for your view to accommodate all the different height levels. The textures are lot less noisy, and the colors working together. I agree with Curly that you could reduce contrast just a bit between the two main colors of the flat floor surfaces. Mixing the darker color used in the floor details with the lighter background by 30% or even less might do the trick. Maybe you might want to tint the front facing and the shadowed areas to give it some ambiance? The outlining is pretty readable. Keep up with the improvements :y:

Offline falz

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #55 on: January 27, 2020, 07:16:04 pm
Hello everyone! I'm in a bit of a pickle. I am not sure what direction I should go with the portraits in my game. The game's style is pixel art but I have never really done larger pixel art works. I was attempting to transfer my drawing into a pixel art version but I'm quite unsure how worthwhile this endeavor is. I think it needs a lot more work (I've only redone the head/hair portion of the drawing btw, the body is just drawing scaled down with nearest neighbor in photoshop) and I am not sure my talent level is up to par. Any tips? Should I even be attempting to change the style? See something obvious that I should be doing different? Thanks for the feedback.

Offline Chonky Pixel

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #56 on: January 27, 2020, 09:39:31 pm
Firstly, there are plenty of games that use a mix of pixel art and high res art. Even Celeste, which uses the biggest pixels I've seen this side of a ZX81 in-game, uses high res and even 3D for the character dialogues, menu systems and intro.

So if you want to use your original art, there's no reason why not. Try to keep a consistent feel across the two styles though. You'll have to take off your artist's hat and put on your art director's hat. This is not the easiest thing to do.

If you want to convert to pixel art, you could try to minimise banding. For example, the chest-plate has an even grad across it and this makes for obvious banding in pixel art. You could try bunching up the bands over smaller distances, reducing the colour count and making it more of a glint across the top with shadow nearer the bottom.

Similarly with the hair. I don't think you need the long mid-tone tufts down the left so much when you have the lovely thin bright wiggly sheen nearer the top.

But this is all my personal preference. YMMV. :)

Something to remember. "Pixel art" isn't really a style, it's a medium. There are as many styles of pixel art as there are artists. Moving to another medium doesn't NECESSARILY mean you're shifting style, but it's more likely I guess?
« Last Edit: January 27, 2020, 09:41:24 pm by Chonky Pixel »

Offline falz

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #57 on: January 29, 2020, 12:14:56 am
Thanks for the feedback :) Yes, it isn't necessary to keep the project 100% pixel art. I did some rework on the face and hair with what you said in mind. I think its a lot better but it isn't where I would want it, still

Offline Chonky Pixel

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #58 on: January 29, 2020, 10:22:12 am
Apologies, I wasn't very clear about the hair. When you change shade, it's a chance to reinforce the texture you're trying to convey. So the combination of tufty and smooth transitions are a bit confusing on the same object.

So keep your transitions tufty, but the tufts don't need to extend so far down the head as they did in the original. In fact, the brightest hair colour in the original was doing a great job and didn't extend very far at all.

And it can look better when the transitions are a bit more bunched up at the extremes of the gradient. This means a large area of hair will be represented by one colour and no texture, but you don't need to be afraid of that.

Texture can be conveyed with a small amount of detail in a sea of a single colour. With limited colours, this can look a lot better than trying to spread 4-5 colours evenly across a grad. If you're working in high res, the opposite may be true depending on the style. A grad can look good because you have millions of colours at your disposal. I suspect that in most cases you'll still concentrate areas of light and dark though.

A way to think about hair might be to imagine it as a solid lump of shiny, smooth material. Shade appropriately, and add a line of glint/highlight. Maybe another larger area of lesser highlight around it. And when I say 'shade appropriately' I mean finding a line to draw your shadow, effectively using two shades for 'lit' and 'shadow'.

Now you can rough up your highlights in the direction of the strands of hair. Like I say, your original highlight does this well. Do the same to the transition to shadow.

At this point you may want to think about the texture of the hair you want to convey. If it's dreads or a spikey Manga style you'll want to add shadows and/or lesser highlights to identify individual tufts. If it's curls you might want to pick out individual curls around your transitions and add highlights and shadows. If it's straight you may want to add shadows around the tips where the smooth hair breaks up into tufts. Unless it's recently cut and heavily styled hair, where you can get away with straight lines and minimal texture.

Here's something I found randomly that shows a few hair types.

https://www.hiclipart.com/free-transparent-background-png-clipart-tsshr

For the characters with long hair, there are few colours, and the highlights and shadows are kept relatively close to the tops and tips respectively. In most cases there are long areas with no texture or shading, and that's OK because the shading at the transitions carries it. The different transitions don't often come near to overlapping.

This is a good example because it also shows a character with hair that requires tuft-by-tuft shading as well. It looks like a similar way you might shade a palm tree or a pineapple for example. Looking at your character you may want to do that around the tuft at the right-hand side.

Looking at the above example, one thing I notice for long hair is that hair on the top of the head is lit, while on the side it's in shade. This feels natural if the light source is coming from above. In your case, the light hair carries on half way down the side of the head, and I'm struggling to think of a light source that would do that.

This is a lot of words. If I get a moment today I'll try an edit.

Offline Chonky Pixel

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Re: [Feedback] [CC] Bolero: Fantasy Tactics, pixel art

Reply #59 on: January 29, 2020, 01:33:22 pm


This is a really quick, rough edit. I'm sure you can refine it so it looks a lot better, if indeed you like the edits.

I'm pulling the texture of the hair down from the highlight at the top using the transitions between shades and a few clusters of light and shade. The colour bands don't extend too far away from the top or bottom of the hair and I'm trying to make sure each colour transition reinforces the hair shapes. I added some tufts, one on the side and a few at the bottom. With work they could look a lot more 3D but the idea of shading is there as a start.

I took the "reduction of unnecessary bands" idea across to the chest-plate. By making the transition harsh between light and shade, and reducing the size of the highlight, it looks shinier. A general rule is that the bigger the highlight, the less shiny. Also, hard lines defining shadow in the right context can come across as reflections on a shiny surface, as you get those hard changes in value on objects with a mirror-like surface, as with a reflection of land, horizon and sky.

I hope you find this useful. 
« Last Edit: January 29, 2020, 01:58:21 pm by Chonky Pixel »