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gameproducer
Seaman
Joined: 29 August 2014 Online Status: Offline Posts: 9 |
![]() Topic: [WIP] ThomsonPosted: 15 July 2010 at 1:27pm |
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I'm learning this pixel art stuff slowly but unsteadily
Reference is taken from book 50 robots to draw (page about 5) I call this guy Thomson (for no reason). I intend to do game art, so I try to keep things simple, especially characters so that they would be easier to animate. I haven't planned putting this guy into any game, but since robots are sort of cool and inspiring I thought to give it a go. Version 3 Version 2 Version 1 I also tested some dithery stuff here and there just for training: Since I'm a n00b on this, you have my permission to be harsh Also, I would like to know why I feel that whatever pixel stuff I do, it looks better when scaled x2? (Is it the thicker black lines that do the effect or what?) At least I feel this. I'd also wanna hear some comments on which one you like better: the first (plain) or the second (with some dithering)? Thanks. Edited by gameproducer - 16 July 2010 at 6:54am |
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Rerg
Seaman
Joined: 15 July 2010 Online Status: Offline Posts: 22 |
![]() Posted: 15 July 2010 at 2:42pm |
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Here are some tips,
Try one where you don't use the default black for making lines, try some differnt colors but make sure they reflect what your trying to create. If you want me to go ahead and do some stuff for ya I will, but you gotta wait tomorrow. But go ahead and do what I say, look at my pixel its the penguin one. Just look a bit at the colors on the right example, and follow the contrast and different colors. Hope I helped. Rerg |
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cure
Commander
Joined: 23 March 2022 Online Status: Offline Posts: 2859 |
![]() Posted: 15 July 2010 at 2:55pm |
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less reliance on outlines rather than lighting and planes to define form. especially black outlines, and particularly black outlines on the interior of the sprite.
but that's for when you go into coloring and shading- you've still got forms to refine first. lower part of the arm on our left is thicker than its counterpart on the right. circle shapes comprising the head and neck area are rather lopsided. the 45 degree angle on his back in the top left of the image is a bit too sharp, and jaggies here and there could be smoothed out. dithering is a bad idea if you want to imitate the smooth texture of metal. first image suffers from banding (for more about banding, read helm's "banding primer" about halfway down this page.) |
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gameproducer
Seaman
Joined: 29 August 2014 Online Status: Offline Posts: 9 |
![]() Posted: 16 July 2010 at 6:45am |
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Thanks for the feedback.
I added version 2 in the first post. I did this: - changed the sketch (made the head different, adjusted the topmost/neck part, made robot's left arm bigger to match his right arm size better, changed robot's left arm a bit). - I changed to using non-black outlines - cleaned some jaggies - Decided to try new colors, picked the colors from this: http://www.pixeljoint.com/pixelart/44104.htm End result is that I like my version 1 better :D ... I can understand how not using black can give more realistic/artistic/ less-cartoony looks (call what it as you please :)) - as I can see from many samples on this site, but it's damn tough to make it look good! :) I would have some other questions/comments also: 1) what am I missing here on doing the shading/coloring. :) 2) I read that post & primer about banding and understand (I think) what it is, but I don't understand how it should be fixed P.S. Rerg, thanks for the offer but no need to do stuff for me. I wanna do things my own to learn Edited by gameproducer - 16 July 2010 at 6:45am |
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gameproducer
Seaman
Joined: 29 August 2014 Online Status: Offline Posts: 9 |
![]() Posted: 16 July 2010 at 6:56am |
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Added also version 3 there, mainly changing color back to original (+ some light tweaks).
Still feel like it could be more detailed. Would it help if I'd try: antialiasing those lines? Adding another shade or two for smoother blend/transfer from one color to another? |
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