WIP (Work In Progress)
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AlcopopStar
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Quote AlcopopStar Replybullet Topic: C64 Knight Portrait
    Posted: 30 September 2013 at 2:39am
Okay so i'm doing some c64 fantasy character portraits. The pixels are double width. And I should point out that the black is a slightly off blue for the sake of the engine it's going into.

current:


There should be 5 more after this one, and this one being the only helmeted figure.

crossposted here

Edited by AlcopopStar - 01 October 2013 at 9:02am
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DawnBringer
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Quote DawnBringer Replybullet Posted: 30 September 2013 at 4:07am
First of all, check your program/process...you've got 39 colors with loads redundant variations of many colors.

The picture looks a bit washed out; the standard trick for C64 images to amp up realism and hide gradients and dithers, is to increase the contrast and employ the entire brightness spectrum from black to white.
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AlcopopStar
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Quote AlcopopStar Replybullet Posted: 30 September 2013 at 4:54am
okay so I don't know what was going on there the colours there, something weird Photoshop decided to do I guess.

Anyway, that should be fixed now.

I also made the shading a little less confused and added some more black to the image for contrast.

Edit: I followed some feedback from the pixelation forum and made the metal more high contrast. Which, looking back, is probably what you meant dawn.



Edited by AlcopopStar - 01 October 2013 at 9:02am
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had0c
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Quote had0c Replybullet Posted: 14 October 2013 at 8:24am
i like it.
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PixelSnader
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Quote PixelSnader Replybullet Posted: 16 October 2013 at 5:25pm
The way you've done your banding makes the helmet look very un-round.
In particular the white highlight next to the dark grey one makes it
look like there's a corner there.

I think it would be a good idea to go back a few steps, and first make
the rough cylindrical shading as a gradient: dark-mid-light-mid-dark.
And then play around a bit with the edges. And keep in mind that things
like the visor and the top rim are wider, which gives you a chance to
break up your bands.

Lastly, you could attempt drawing in some actual reflected details, for
instance the turtleneck reflecting the insides of the pauldrons and the
rivets. Or the background reflecting off the shiny armor, if you're adding
a background.

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