AuthorTopic: Shovel Knight tileset practice and critique  (Read 218 times)

Offline Gypsy

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Shovel Knight tileset practice and critique

on: March 23, 2020, 07:03:50 pm
Hey everyone, so I've been trying to learn through sketching and then detailing, and thought Shovel Knight would be an interesting game to tackle, and I wanted someone to point out what I'm missing with the tree specifically, as I feel the original have some form of characteristic that makes it look more natural than the one I'm making.

P.S:Ignore the ones on the right, those are originals I'm yet to tackle.

Shovel-Knight-tile-set-practice" border="0
<a target='_blank' href='https://freeonlinedice.com/'>dice and dice[/url]


Cheers.
« Last Edit: March 23, 2020, 07:06:19 pm by Gypsy »

Offline Chonky Pixel

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Re: Shovel Knight tileset practice and critique

Reply #1 on: March 24, 2020, 04:01:36 pm
If you learn you use the img tag properly, it will help. :)



I'm not sure what I'm looking at here, what do "OG" and "BOOP" mean?
« Last Edit: March 24, 2020, 04:03:07 pm by Chonky Pixel »

Offline Gypsy

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Re: Shovel Knight tileset practice and critique

Reply #2 on: March 24, 2020, 08:06:37 pm
For the life of me I can't seem to get how sharing images here works.

OG means original version, and boop is my way of saying rip-off I suppose. Makes sense you didn't know that, haha!

The tree and the 32x32 rockset with grass in the middle, I feel my version is off and not as convincing as the original, so I'm wondering what am I missing to have that final bit of polish.

Offline Chonky Pixel

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Re: Shovel Knight tileset practice and critique

Reply #3 on: March 24, 2020, 09:06:18 pm
Go to imgur.com. Drag your image into the browser and upload. When it shows your image back at you, right click and "copy image URL" or whatever your browser calls it. In Pixelation, click the expanding Mona Lisa icon, then paste your URL between the tags.

Shout if that doesn't make sense.
:)

Offline Chonky Pixel

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Re: Shovel Knight tileset practice and critique

Reply #4 on: March 24, 2020, 09:40:42 pm
So, your tree.

This is difficult for me because I don't really like Shovel Knight's style. I'm ready to say I'm the weird one here, everyone else seems to love it. But. To me it encapsulates the worst of the era it's emulating without really doing much to bring it up to date. I even bought the game and gave it a really good chance... The raw old-school pixel art and the raw old-school chiptunes grated on my eyes and ears. I stopped playing. I know, I know. I'm objectively wrong. Still, it is what it is.

So everything I say will be said through gritted teeth. Take it with a pinch of salt.

There are some obvious differences between OG and BOOP. On a macro scale, the OG tree is centred around the trunk and the bushy part has a flat base. On BOOP, the bushy part of the tree looks off-centre and the bottom is wiggly. I don't have an issue with the wiggly bottom, it may even be an improvement on the original (and it could be pushed further), but I find your lack of symmetry disturbing. Now obviously I don't want to see an exact mirror image. But. More symmetry would be nice.

Mid scale: Natural things tread a fine line between random and ordered. Look at a tree or bush from a distance, or look at one of your fingerprints. Plants utilise a mathematical formula to place leaves on a stalk or branch (pretty smart), but the collection of many branches creates randomness. Thus the brain matches patterns but the overall look contains chaos. Boom, nature. Look at the diagonal edges of the bushy part of OG. They're not regular but they're not exactly random. They're made of similar pointy swoopy upward shapes, spaced not quite randomly apart. Kinda similar distances. Ish.

How about BOOP? It's got rounded shapes, gaps, flat edges with random pixels, sideways bits, downwards bits. It's random, so it doesn't look natural. Or maybe it looks natural but like it's been dragged through a hedge backwards. Can you do that? Drag a tree through a hedge? I guess you can. Anyway, there's a bald spot in the top middle of the internal texture on BOOP. OG has a couple of bald spots but they're smaller and somehow less offensive. You can probably spot this kind of thing by zooming in and out a lot while drawing and seeing if it looks good at different scales.

On a micro-scale you need to understand what the clusters are trying to do. As noted before, the diagonal sides of the tree have upward pointing pointy bits. You should be going for that effect with your cluster shapes rather than trying to copy them (almost) pixel by pixel. One thing to try is to keep your reference image in another window and swap between them using your task switcher keyboard shortcut. If you can't see the original you have to remember what the shapes do rather than exactly how they look. I mean, I'm not a big fan of the original tree but it does the job I guess. The clusters mainly start narrow at the top, widen, curve to an upwards or diagonal point... Except for the ones down the centre. Which wouldn't, if you think about it. Sometimes clusters overlap making more complex shapes. With clouds it may be worth thinking about those complex shapes, but with this tree I think you may have more luck thinking about how a bunch of overlapping or touching clusters would look.

And that's it. Nothing more I can add. No shading or AA or dithering or anything. Just green on black.

Great if you like that kind of thing I guess. Can I stop now please?

Offline Gypsy

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Re: Shovel Knight tileset practice and critique

Reply #5 on: March 24, 2020, 10:09:33 pm
Wow, that might've been the most helpful rant of all time, haha!