AuthorTopic: New guy, go easy on me :)  (Read 9171 times)

Offline Roots

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New guy, go easy on me :)

on: January 16, 2006, 09:03:57 pm
I'm more of a programmer than an artist, but I like to dab into the artistic side every once and a while. The following art I created for my game, Hero of Allacrost. Let me know what you think and how I can improve it.

Wood Floor
Tiles:


Set: (I didn't make the sprite, but that's the protagonist for the game there)


Wood Post

Tiles: (I made two kinds of bases here to see how they would look. I think the second one is better)


Set: (I didn't make the sand)


Shovel




Obviously the shovel needs a lot of work. It's supposed to be made so that it's standing up and leaning against the wall, but I couldn't quite figure out how the shadow should go for that to look right.  :-\


On a related note, are there any good tutorials/tips you can give me for doing pixel art in different perspectives? For some reason I can't seem to do anything well at all unless it's face-on.  :(

Hero of Allacrost, a 2D RPG for Windows, OS X, Linux
We are looking for additional pixel artists!!!

sonic_reaper

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Re: New guy, go easy on me :)

Reply #1 on: January 16, 2006, 10:17:21 pm
*counts number of colors on first wood tile*

823!?!!??!?!?!?!?!?!??!?!?!  Generally, pixel-art, or at least true pixel art, is created pixel by pixel and generally pixel artists work under a restricted color count.  Usually it's around the 8 to 24 range (it gets larger depending on the size of the piece and whether it's to be animated or not).  For the wood tiles for example, I was able to get away with 8 colors and it still looks basically the same.

That's all I'm going to say for now.

Offline Roots

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Re: New guy, go easy on me :)

Reply #2 on: January 16, 2006, 10:31:27 pm
Yeah, I kind of cheated on the wood floors. I used a texture that was available in the GIMP, then used one of the tools to smooth the edges of the tiles so they didn't look tiled when you stuck them together. That was one of my first works in a long time, so I was looking for an easy by.  :-\ You're right though, it could use far less colors and still look more or less the same, I just haven't had the time to do that kind of refinement yet.

Hero of Allacrost, a 2D RPG for Windows, OS X, Linux
We are looking for additional pixel artists!!!

Offline flaber

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Re: New guy, go easy on me :)

Reply #3 on: January 16, 2006, 10:57:41 pm
Yeah, I kind of cheated on the wood floors. I used a texture that was available in the GIMP, then used one of the tools to smooth the edges of the tiles so they didn't look tiled when you stuck them together. That was one of my first works in a long time, so I was looking for an easy by.  :-\ You're right though, it could use far less colors and still look more or less the same, I just haven't had the time to do that kind of refinement yet.

dont use bys like that, if they give you that many colours. There are some cheats here and there that you can do, but I dont think so about this one.
you also mentioned that you dont have the time for refinement. theres no need to refine if you do it from scratch with limited colours.. in hind side its more work making the tile like you did then dropping the colours

i loose the sprite against the wood aswell

Offline Roots

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Re: New guy, go easy on me :)

Reply #4 on: January 17, 2006, 11:09:05 pm
A contributor to my art team disagreed that the wood floor tiles needed a fewer number of colors. He did his own modification to my images and explained what he did. In the interest of sharing knowledge, I have re-posted what he did below.


Step number 1:

For a tile that is to represent a flat surface, the luminosity values therein should be normalized to within a small range of values. I've also reduced the spacing between the boards because the boards should be flush with one another, and as far as our pixels go, that makes the spacing between them infinitesimally small compared the individual pixels.  The only reason we draw a line for that is because it's an important detail to show, and there would actually be other ways of making that edge apparent, although this is the one that we're going to use for now.


(these images show the two unique tiles you posted, on the opposite diagonals).


Step number 2:

Desaturate, and drop the luminosity of the whole tile.  This is similar to what is actually done, most of the time, in RPGs like chrono trigger.  You might think that the tile is really bland here and now but you need to keep a wholistic perspective on the design of the game.


Notice how a sprite placed on this leaps out.
Now, we could call it quits here, but there's more fun to come...


Step number 3:

Add a VERY SUBTLE highlight to the top ends of the boards.  Even I initially overdid this, and the image you see is half of what my first guess at an appropriate value turned out to be.



And that wraps it up.  Here are the two tiles you've got now:





Looks pretty awesome to me. ;D I wish I could say I did it all by myself, but then again I am a neophyte to this. :P

Hero of Allacrost, a 2D RPG for Windows, OS X, Linux
We are looking for additional pixel artists!!!

sonic_reaper

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Re: New guy, go easy on me :)

Reply #5 on: January 17, 2006, 11:25:51 pm
Quote
A contributor to my art team disagreed that the wood floor tiles needed a fewer number of colors. He did his own modification to my images and explained what he did. In the interest of sharing knowledge, I have re-posted what he did below.

I'm sorry but this person has no idea what they are talking about.  And apparently totally missed the point.  Even if an engine is capable of having millions of colors per tile - that doesn't matter because then what you're making is CG, which then gets cut up and turned into tiles.  If that's what you're wanting to do, then I can't help you, because it wouldn't be classified as pixel work.

And to show what I mean -

The newest tile (first) alongside the same tile that I reduced to eight colors (second);



I would say this is all about a stylistic choice.  For the wood anyway, you've gone semirealistic.  The highlight doesn't add anything however - it merely gets muddled into the mess of other colors.  A highlight would look better with a very cartoon-like style.  Anything semi-realistic would not have a natural shine.  Unless of course you're playing with lightsources, but then you're going to want to make many (many) individual tiles.
« Last Edit: January 17, 2006, 11:29:25 pm by sonic_reaper »