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I read somewhere that "Good Pixel Art has Shading."
Malenko:
I had typed up this giant retort, but I realize its pointless. You cant constantly insult people and then say "I wasn't bashing anyone" and assume it undoes what you said.
The absolute biggest thing you missed from the now locked "pixel filter thread" is that no one said it would look better, just that it would look better then a simple up-scale with blending.
I would like to see some of the work YOU did, I don't really need you to post work by others, I have google.
newmanfamilyvlogs:
A bit tangential to the subject, but here is some gorgeous pixel art with an HTML5 spin on it:
http://www.effectgames.com/demos/canvascycle/?sound=0
CheffoJeffo:
--- Quote from: Malenko on June 16, 2011, 07:54:14 am ---You cant constantly insult people and then say "I wasn't bashing anyone" and assume it undoes what you said.
--- End quote ---
Sure he can ... he's been doing it for years.
Malenko:
Xiaou, take a look at what you posted:
--- Quote from: Xiaou2 on June 16, 2011, 04:10:02 am --- I dont knock anyones abilities or lackings.
--- End quote ---
--- Quote from: Xiaou2 on June 15, 2011, 07:32:52 pm ---I can tell that you do not understand the complexities of light and shadow
--- End quote ---
And lets not forget this Gem:
"Its highly doubtful you are any good at pixel art"
That's why its so hard to converse with you.
With that said.....
--- Quote from: Xiaou2 on June 16, 2011, 02:34:42 am --- You can chose the size of the pixels
--- End quote ---
No you cannot. A pixel is always 1x1. You can change the ppi and the resolution, but the pixel is 1 by 1. You may have meant ppI/resolution but saying "you can change the size of the pixel" is not accurate.
I spent 10 minutes doing a slightly better shading on the zombie. Keep in mind before you critique that this is 1 frame of an animated enemy in a video game. This is not a single sprite to be used in a web-comic or something so any shading of 1 sprite must be done to the other 50 or so. Also keep in mind the game is probably going to run at a lower resolution than what your desktop is set at right now.
I have attached 2 sheets, in game sized and doubled, both shaded and the placeholder sprite. Can you tell they are both zombies?
RayB:
--- Quote from: Vigo on June 15, 2011, 01:05:26 pm ---Ray, if I remember right you have been a VG artist since the C64 days. Am I Correct? I'd be interested to hear more insight from your point of view on pixel art techniques.
--- End quote ---
Ehh, the thread's turned ugly. I don't have any real insight because I followed the same path most artists from late 80's did: I strived to be as detailed and realistic as possible. That meant that as soon as we had larger palettes available, we went for shading of some form or other. The only time I'd hold back on full use of the palette would be to keep a cartoon style, and even then, I'd use as many colors as possible in order to anti-alias jagged edges. NO ONE wanted pixels to show.
Then, if you look at lots of games from mid-to-late '90s you'll see graphics that were rendered in 3D modelling packages like 3D Studio v4, for the ultimate in realistic shading (though the "look" of that style was often ugly in hindsight).
Between the shaded eyeball and non-shaded I prefer the shaded version. It has dimension. IMO cartoony styles work best in high resolutions so that you have smooth outlines rather than pixels showing. But that's my taste.
Here's a game I bought on XBLA that's super-pixellated but it works in a cohesive overall style:
Whatever you choose Malenko, give yourself a palette limit so that everything is consistent. Also, I'd recommend you shade in steps. For example, the way you've shaded the zombie head doesn't look quite right. Start with a single shadow color and "shape" the head with it. Then you can go in and smooth it down using one darker version of that color, and one lighter. (Or stick to the hard-edged style of shading).
Shading with hard edge and few colors (gives dimension but keeps cartoon style):
http://dribbble.com/shots/98253-Cartoon-Bulldog-Shading-Highlighting
Soft shading (takes much longer to draw in pixels):
http://www.flickr.com/photos/60512996@N02/5519817511/#
I just found this tutorial. He (or she?) uses the same sort of steps I used to for 16bit art:
http://www.wayuki.nl/tut-shading.php
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