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shading

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=4675
Printed Date: 16 January 2026 at 11:29pm


Topic: shading
Posted By: gabrielgabbe
Subject: shading
Date Posted: 19 July 2007 at 2:50am

Hi, I've done some shading practice, and I'd like some help :).
I tried 3 different kinds of shading and I think the dithering one, in the middle, is the best one of these. But I still think that it doesn't look too good ;( - you can still see the pixels too well. (Maybe it's because it's a ball, that it's harder to dither -because it's not straight.)
Any tips to make it look better? :PP (and yes, I've read the tutorial on spriteart.com ;) )



Replies:
Posted By: Blueberry_pie
Date Posted: 19 July 2007 at 3:29am
Well, a good start would be to save it using a lossless file format like GIF or PNG. Also moving this to the WIP forum because that's where critique and comments go, even if you don't plan on submitting the final piece to the gallery.


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Posted By: klav
Date Posted: 19 July 2007 at 4:14am
Originally posted by gabrielgabbe


Hi, I've done some shading practice, and I'd like some help :).
I tried 3 different kinds of shading and I think the dithering one, in the middle, is the best one of these. But I still think that it doesn't look too good ;( - you can still see the pixels too well. (Maybe it's because it's a ball, that it's harder to dither -because it's not straight.)
Any tips to make it look better? :PP (and yes, I've read the tutorial on spriteart.com ;) )


Try moving the highlight to a point on the sphere thats closer to you. this will help with a more three-dimensional effect.  i put red dots where the brightest spot should be. 





Posted By: gabrielgabbe
Date Posted: 19 July 2007 at 6:36am
okay! thanks man ;)


Posted By: soda
Date Posted: 19 July 2007 at 8:51am
The one in the middle looks the best, but maybe just because it has the most sphere shape, good job on it though.  

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Posted By: Hatch
Date Posted: 19 July 2007 at 9:01am
The third one has very odd dithering. It makes it looks hairy.

Definitely go with the second one.

And I realize you're just practicing shading, but you could try to get the shape of the sphere more accurate. Each one has odd bumps and depressions here and there.


Posted By: Platnium
Date Posted: 19 July 2007 at 1:08pm

Go with the second one and the circles dont look like circles.



Posted By: gabrielgabbe
Date Posted: 20 July 2007 at 12:39am

Any better? ^^(oh forgot to delete the black lines, but whatever)


Posted By: Club Beuker
Date Posted: 20 July 2007 at 12:50am
Way better than the first tries. Yet there's a lot of dither on that one


Posted By: gabrielgabbe
Date Posted: 20 July 2007 at 1:02am
thanks, but I still think it looks like you can see the pixels too well (maybe it's the colours)


Posted By: gabrielgabbe
Date Posted: 20 July 2007 at 6:39am
now im making this kirby-looking creature :p, feel free to give tips ;), i've just started with it:P

But I dunno if it should have shoes , kinda like this, or jump like this            (or jump AND wear shoes xD)

I'm not rly sure about the shading and colour of it either, though :P. I'd like some comments and tips! :)


Posted By: soda
Date Posted: 20 July 2007 at 9:14am
The colors are to dark on the kirby, lighten the colors and you should be ok.  But remember, you don't have to dither everything, if you want a shinier look, don't dither.  

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Posted By: gabrielgabbe
Date Posted: 20 July 2007 at 3:28pm
but ppl go crazy if u pillowshade ;/


Posted By: Pixel_Outlaw
Date Posted: 20 July 2007 at 3:38pm
Originally posted by gabrielgabbe

but ppl go crazy if u pillowshade ;/
 
Please don't type like a 12 year old pre teen.
 
 
For the original post:
 
Remember that the highlight contours will form more of an oval if the viewers eye is not at the same angle as the light source. And material determines how much dithering is needed and how many mid tones you need.
 
The roughness of the material is directly proportional to the amount of dithering or mid tones needed.
 
The rougher the material, the more dithering or mid tones.
 
Just remember to ask yourself, "What surface material am I trying to make?".
 


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http://www.shmup-dev.com/forum/">


Posted By: Hatch
Date Posted: 20 July 2007 at 3:52pm
Also, whether you dither or not has absolutely nothing to do with pillowshading. You can have a dithered pillowshade. They have nothing to do with each other.


Posted By: Metaru
Date Posted: 21 July 2007 at 2:11am
dithering is not the answer.

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I ate leel's babies


Posted By: zeid
Date Posted: 21 July 2007 at 3:03am
The roughness of the material is directly proportional to the amount of dithering or mid tones needed.

I wouldn't go that far, though dithering can act as a form of texture I feel that it is overly used this way despite being originally implemented as a colour restriction technique.
dithering is not the answer.

I concur entirely. Dithering is a polishing/finalising technique, it isn't needed till later stages really. To quote Adam Atomic "whats worth more a rough diamond or polished crap?"


Posted By: gabrielgabbe
Date Posted: 21 July 2007 at 4:33am

1st, stop insulting ppl wtf :/

2nd, this is not a debate, its about my kirby-looking creature

3rd please give tips



Posted By: Di0xygen
Date Posted: 22 July 2007 at 6:13pm
4rth... learn to read geez, All your answers have be answered..

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c==3



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