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TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 7277279 times)
Miguelito
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« Reply #29200 on: February 27, 2015, 03:33:34 AM »

Agree, especially with the smart use of accents where they count - teeth, claws and eyes.

@austinbreed, that's honestly beautiful art.

@Rakugaki-Otoko, putting that shininess to good use. Maybe have her dress look less uniform and mor contoured by adding big shadow areas?
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Cellusious
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« Reply #29201 on: February 27, 2015, 08:59:20 AM »

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Cobralad
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« Reply #29202 on: February 27, 2015, 09:07:24 AM »

I made a free set of portraits:
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Alicecomma
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« Reply #29203 on: February 27, 2015, 12:06:11 PM »




Can't get enough of these. I ought to add some colour to my scenes at some point.
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Raku
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« Reply #29204 on: February 27, 2015, 11:18:42 PM »

@Miguelito thanks, thats a good idea!
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Manuel Magalhães
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« Reply #29205 on: February 28, 2015, 05:31:42 AM »


I really like the shading done here, it gives a good amount of depth using two colors. I also like the atmosphere created by using two opposite colors, which makes the piece look impactful.
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Manmonkee
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« Reply #29206 on: February 28, 2015, 08:40:37 AM »


 Quite an old one.
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Zanhuf
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« Reply #29207 on: February 28, 2015, 12:29:15 PM »

Some static unit bases for now (i ended up changing the feet, hopefully they look better now):



One pose without weapons, with weapons and in battle stance.

Tried to make the armour/appearance look less bland, only managed to work out the style for one faction/group so far, tried going for a greek/roman/byzantine sort of look.

I'm sure i've messed up the chain-mail, but i was unsure of how to show it without resorting to dithering.

Reference for the sort of style that i am trying to depict:



Also, im trying to do an idle animation, here's what i've got:



With weapon and shield:



It's boring i know, im not sure how to make it look interesting/less stock.

I'm limiting the size of the animation to 32X32 to fit the tiles i have made for a map, although it is okay if the black outline goes beyond the size limit.

Is it currently serviceable? Any ideas on how i can improve it? I've been looking at other idle animations but im not sure how i can make anything close to them whilst remaining under/in the size limit.
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GMOs
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« Reply #29208 on: March 01, 2015, 09:33:38 AM »

http://short207.deviantart.com/art/Gunner-death-503375280


Death animation.
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Paleskins
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« Reply #29209 on: March 01, 2015, 03:11:18 PM »

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Armageddon
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« Reply #29210 on: March 01, 2015, 05:54:08 PM »


I want to lick this. Kiss
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Torchkas
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« Reply #29211 on: March 01, 2015, 07:34:27 PM »


That is majestic.
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Shawny
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<3


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« Reply #29212 on: March 01, 2015, 07:44:00 PM »



hero academia fanart
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JobLeonard
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« Reply #29213 on: March 02, 2015, 12:04:49 AM »

I want to lick this. Kiss
There's no way I can top that compliment. Fantastic work!
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chriswearly
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« Reply #29214 on: March 02, 2015, 11:33:20 AM »

:PPPP
Took me a while, but that says 'Starscream'? Wonder what this is about.
Also, it's altogether just 64 colors! WHAT?!
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Zanhuf
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« Reply #29215 on: March 02, 2015, 01:37:40 PM »

Just a question; im trying to get the same level of movement/animation as sprites such as the old snk ones

Here's a couple just to show what im getting at:







Here's my current attempt atm:



Now here's my question;

Is it possible to get that level/sort of animation at such a small size? If so, how?

Sorry for bothering you all with such an inane question; the quality of pixel art alone in the last few posts is amazing.

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alvarop
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« Reply #29216 on: March 02, 2015, 01:50:25 PM »

practicing
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skaz
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« Reply #29217 on: March 02, 2015, 02:59:05 PM »


Is it possible to get that level/sort of animation at such a small size? If so, how?

THAT level, it's going to be hard. But getting more subtlety and fluidity, definitely.
Ever heard of "sub pixel animation"? The base principle is, as you have a very small amount of pixel, instead of moving the silhouette of your object, move the colours inside! Metal slug used this principle a lot. Here is a useful link to understand the concept:

http://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/
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Zanhuf
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« Reply #29218 on: March 02, 2015, 03:08:42 PM »


Is it possible to get that level/sort of animation at such a small size? If so, how?

THAT level, it's going to be hard. But getting more subtlety and fluidity, definitely.
Ever heard of "sub pixel animation"? The base principle is, as you have a very small amount of pixel, instead of moving the silhouette of your object, move the colours inside! Metal slug used this principle a lot. Here is a useful link to understand the concept:

http://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/

Thanks for the link!

So if i read correctly, what that means is that i would keep the silhouette static, essentially keeping the dude from moving, whilst changing the colours instead? Or would it still require the actual silhouette moving as well? Would that still be able to convey the level of movement shown in my previous attempt? Just want to know whether that possible with sub pixel animation.

Regardless i am going to give this a try, hopefully it'll allow me to do more subtle movements.
« Last Edit: March 02, 2015, 03:16:43 PM by Zanhuf » Logged
BBreakfast
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« Reply #29219 on: March 02, 2015, 03:19:51 PM »


lil' mockup i made using the tileset i created for one of my clients for his game Dreamblazers (http://jellypaladin.com/blog/category/dreamblazers/)


and a text box portrait for my tactics RPG!
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