AuthorTopic: older megaman  (Read 11967 times)

Offline bengo

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Re: older megaman

Reply #10 on: June 28, 2007, 03:02:35 pm
Right so... if the light source is purple, you would shift the hues towards purple(http://en.wikipedia.org/wiki/Hue) and "Complementary colors are pairs of colors that are in some way opposites of each other. These pairs are different between color science, and art and the printing process"(http://en.wikipedia.org/wiki/Complementary_color).

Offline Faktablad

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Re: older megaman

Reply #11 on: June 28, 2007, 04:02:29 pm
could you tell me more about this "hue-shifting according to a lightsource color, plus a complementary shade"?? it would help me a lot, thanks!
You can use any color you want for your lightsource, depending upon where your character will be.  But for the sake of explanation, let's take your normal lightsource, the sun.  The sun generally has a slightly yellowish tint to its light.  So you would make the lighter areas of your sprite shift more towards the yellow end of the spectrum.  Now, if you look at a color wheel:

you see that yellow is opposite purple in the spectrum.  So you would shift the shadow areas of your sprite more towards the purple end of the spectrum.  Remember you can do this for pretty much any color.

Offline piotrek255

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Re: older megaman

Reply #12 on: June 28, 2007, 10:27:29 pm
thanks for this awesome explanation! i have 2 final questions though:

1: when doing hue shifting, i just go towards the opposite color when shading, like this cube, goes from primary yellow to primary blue?



or

2: when doing hue shifting, the darker shade of for example yellow, is not yellow with reduced brightness, but (following the color wheel you posted) tetriary color, green, with reduced brightness. And if i would choose the left one, orange, it would be orange with reduced brightness?

is this hue shifting example i made correct?



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Offline Helm

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Re: older megaman

Reply #13 on: June 28, 2007, 10:30:34 pm
The first ramp is more correct. Keep in mind that on -most- surfaces, the brighter shades have more saturation, and the darker shades have less. So the more you go towards darkness, the more gray there should be mixed in there, generally. There's exceptions of course.

Offline piotrek255

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Re: older megaman

Reply #14 on: June 28, 2007, 10:58:54 pm
what exceptions do you mean Helm?
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Offline Helm

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Re: older megaman

Reply #15 on: June 28, 2007, 11:19:57 pm
Certain reflective surfaces, or certain temperatures and such create saturation in dark shades so on, you should be concerning yourself with learning color theory on the whole, not from snippets of conversation on a forum about pixel art.

Offline piotrek255

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Re: older megaman

Reply #16 on: June 29, 2007, 10:13:15 am
here's my attempt at hue-shifting + an animation of megaman standing still

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Offline PypeBros

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Re: older megaman

Reply #17 on: June 29, 2007, 11:13:26 am
hue-shift attempt + standing anim ->

hm. If i was a warrior bot, i'd avoid breathing hard when i'm aiming at a target for a mega-blast. I'd rather try to stand firm on my feets :P

Otherwise, the move is nice for a resting pause if the arms were more relaxed.

Offline piotrek255

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Re: older megaman

Reply #18 on: June 29, 2007, 11:52:31 am
the blast will be big enough to cover all enemies, you'll see :P
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Offline Alevice

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Re: older megaman

Reply #19 on: June 30, 2007, 05:57:45 pm
I'm not really fond of that animation. It looks as if the joints had springs or something (I can hear the "boing! boing! boing!" each things he "breathes"). I'd suggest you to actually try to bend/rotate his limbs at least.