WIP (Work In Progress)
 Pixel Joint Forum : Pixel Art : WIP (Work In Progress)
Message Icon Topic: On shading Post Reply Post New Topic
Author Message
dodingo
Seaman
Seaman


Joined: 11 July 2022
Online Status: Offline
Posts: 8
Quote dodingo Replybullet Topic: On shading
    Posted: 27 January 2015 at 1:57pm
Hello, first post and all!

As the topic suggests, I'd like to ask the PJ community some feedback and guidance on shading. It's been a while since I worked with pixels, and only returned because I have been daydreaming about an isometric adventure game, which... May never come true, but I'd still like to give it a go. As far as planning goes, I've spent more time on visualizing the initial areas - which may be why I never seem to go ahead with it (it's been nearly two months since I've started drawing concepts, then applying them to pixel art, and I've yet to finish the first area).

With that out of the way, the first scene I'm trying to create is that of a beach. I'm more interested in the surrounding area, though drawing believable (not realistic) rocks, stones and mountains is proving to be quite the challenge.





I started with the above assemblage of rocks. Before you ask, almost all of these are individually drawn; I only grouped them and added details to give an overall idea of how they'd look in clusters.

I then felt they were... OK, and maybe something to explore later on with adjustments, though perhaps too geometricized. So I went back to the pixeling board, and tried a more natural approach, this time not focusing so much on details.



I suppose one day I'll get there ("there" being where I want to go), but I'm having some issues with shading - not only with the pieces I create individually, but also in general. It seems most of the community, or most of those artists' works I've seen, favor light sources coming from the upper left. Is there a reason for this? I'm working with one from the upper right, as I fear it might eclipse the main character. Is there a reason why the left side seems to be a favorite?

Hoping to hear some of your feedback as soon as possible. Cheers!
IP IP Logged
Limes
Commander
Commander
Avatar

Joined: 15 September 2021
Online Status: Offline
Posts: 683
Quote Limes Replybullet Posted: 27 January 2015 at 8:29pm
I use upper right or right mostly ;) The shading on all of these looks Quite accurate, good luck :0.
I use GraphicsGale
IP IP Logged
jalonso
Admiral
Admiral
Avatar

Joined: 29 November 2022
Online Status: Offline
Posts: 13537
Quote jalonso Replybullet Posted: 28 January 2015 at 4:33am
I like the unrealistic beach much better because its original and unique looking.
The more realistic looking ones are 'better' in every way yet more boring.

Most games are lit from the top left and almost all iso pixels are top left lit because computer GUIs have always been lit from top left and its understood that a viewer sees this as normal/default which is a great thing because when you want the player to have a reaction change then you can light from other points.
IP IP Logged
PixelSnader
Commander
Commander
Avatar
Not a troll!

Joined: 08 January 2026
Online Status: Offline
Posts: 3194
Quote PixelSnader Replybullet Posted: 28 January 2015 at 6:47am
Actually, I'd say that most stuff is lit from the front, because of sprite mirroring. This can either be lit from the camera top/center, or by imagining a floating ball of light in front of the sprite's face; so is is either lit from the left or right hand of the screen depending on where the character looks. Worldspace vs object space, if you will.

You're right though, in saying that left-lit is more common than right-lit. Though there isn't a very clear explanation for it. I've heard theories about vision being predominantly right-brain, thus left-eye. I've noticed a bias in coins and classical paintings for left-facing portraits, and thus being lit from the left to keep the whole face lit. Maybe it has to do with out culture reading left-to-right; it would be interesting to compare European and Arabian portraits.

At any rate, I currently don't know of a 'real' reason for using a lefthand lightsource. It seems to be mostly because of exposure and being used to it; a self-sustaining status quo.



I feel your top rock sets feel more like ruins than part of a beach tileset. Very geometric indeed. I suppose it could work in a beach setting if your game is very abstract though.

The last one has much more realistic shapes and I'm quite fond of the bottom-right one.

Both suffer from the same issue; you've only actually shaded the very basic shapes and then you seem to be adding in splotches of a different color to add in detail, but they're not actual volume, so they appear as stains on the rock, or slightly different kinds of rock (think like marbling). For example, your largest slab of rock has a gradient from light to dark, even though from a lighting perspective it's pretty much a rectangular box.

▄▄█     ▄▄█
▄█▄     ▄█▄

IP IP Logged
dodingo
Seaman
Seaman


Joined: 11 July 2022
Online Status: Offline
Posts: 8
Quote dodingo Replybullet Posted: 28 January 2015 at 1:47pm
Thank you all for your comments :)

Regarding the style, I... Kind of like both, but it may just be that the more geometrical ones do fit better in ruins, either for vertical structures (walls) or maybe horizontal (floor tiles, for instance). It was really an attempt to get back into pixels, which I stopped working for a long time: I began with basic forms then "chiselled" away, so to speak. I've yet to pin down a particular style for the project, at least in terms of environment - I already have several structures on paper, which probably won't change much if at all (I'll try doing some at a later date and post here as well). It's not meant to be abstract, but it does some crossover between geometric and more organic forms.

As for the shading, the volume might really be the issue... I started with the larger piece, then worked on the bottom center one, then the one to the left and the last was the one on the lower right - and that one also seems to me the more well rounded of the bunch. I'll have to keep practicing, both in drawing and pixeling, and all of your comments and suggestions are super welcome!

I'll try to keep this as updated as possible. My thanks once again :)

IP IP Logged
Theoden
Rear Admiral
Rear Admiral
Avatar

Joined: 16 December 2022
Online Status: Offline
Posts: 115
Quote Theoden Replybullet Posted: 29 January 2015 at 1:58am
These look great.
IP IP Logged
Iscalio
Commander
Commander
Avatar

Joined: 29 March 2023
Online Status: Offline
Posts: 224
Quote Iscalio Replybullet Posted: 29 January 2015 at 4:45pm
The first examples look very alien to me.

I'm drooling over the butteriness of the rocks in your last example.

As Jalonso says, the top ones are more unique, but the bottom ones are much more attractive to me. But the bottom ones would probably be ignored more if put into the game, surrounded by other props and characters. I guess it depends if you're ok with that. What is the focal point going to be?

Edited by Iscalio - 29 January 2015 at 4:46pm
IP IP Logged
Post Reply Post New Topic
Printable version Printable version

Forum Jump
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot delete your posts in this forum
You cannot edit your posts in this forum
You cannot create polls in this forum
You cannot vote in polls in this forum