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TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 3425305 times)
Derek
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« Reply #21760 on: March 06, 2013, 06:37:45 pm »

Spaceship! Smiley



Quote
I’ve been experimenting with doing pixel art by painting them at double-size before reducing them (Nearest Neighbor) and detailing pixel-by-pixel. While I’m detailing, I’ll reduce the number of colors a few times, too. (This is in Photoshop.) Seems to work alright!

http://mossmouth.tumblr.com/post/44754568622/pixel-spaceship
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s_l_m
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« Reply #21761 on: March 06, 2013, 06:45:29 pm »

That would be an awesome look for a shmup.
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« Reply #21762 on: March 06, 2013, 06:47:50 pm »

lovely stuff pietpiet & softchange

here's the title graphic for a game malec2b and i are finishing up. i'd be super grateful for critique and/or a quick paint over. drawing landscapes is foreign to me


it's an abandoned city within some shallow canyons. there's a tar pit to the west.

lovely colors! reminds me of an old movie poster Smiley
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clockwrk_routine
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« Reply #21763 on: March 06, 2013, 06:48:00 pm »

oh shit derek

Spaceship! Smiley



Quote
I’ve been experimenting with doing pixel art by painting them at double-size before reducing them (Nearest Neighbor) and detailing pixel-by-pixel. While I’m detailing, I’ll reduce the number of colors a few times, too. (This is in Photoshop.) Seems to work alright!

http://mossmouth.tumblr.com/post/44754568622/pixel-spaceship
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« Reply #21764 on: March 06, 2013, 06:50:48 pm »




it's an abandoned city within some shallow canyons. there's a tar pit to the west.

That thar is a mighty fine color pallet
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« Reply #21765 on: March 06, 2013, 07:34:08 pm »

Spaceship! Smiley



Quote
I’ve been experimenting with doing pixel art by painting them at double-size before reducing them (Nearest Neighbor) and detailing pixel-by-pixel. While I’m detailing, I’ll reduce the number of colors a few times, too. (This is in Photoshop.) Seems to work alright!

http://mossmouth.tumblr.com/post/44754568622/pixel-spaceship
WHAT ARE THE IMPLICATIONS OF THIS?
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Azure
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« Reply #21766 on: March 06, 2013, 07:55:10 pm »

Rotoscoping cuz mooosh.

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« Reply #21767 on: March 06, 2013, 08:56:55 pm »

Looks nice derek, has a metal slug vibe to it. The last level in 3 (i think) comes to mind, where its in space.
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Medevenx
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« Reply #21768 on: March 06, 2013, 09:23:22 pm »


Is it just me or some parts of it feel pillowed and the dark lines inside the sprite don't really fit well?
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« Reply #21769 on: March 06, 2013, 09:43:37 pm »

Up close it looks pillowed but from a distance it looks fantastic. The thick lines gave me the sense that this beast would be breaking up into segments and transforming. It does have that metal slug look.
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Derek
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« Reply #21770 on: March 06, 2013, 11:04:18 pm »

Yeah, there's definitely some pillowy-ness to it. Some of it could be cleaned up/flattened, but I think a little is okay or could even be good if it's used in the right places.

Thanks for the feedback!
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clockwrk_routine
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« Reply #21771 on: March 06, 2013, 11:07:31 pm »


edit:
@medevenex there ya go.  just a doodle working with a shading/lightening tool in my pixel painting app.
« Last Edit: March 06, 2013, 11:20:25 pm by softchange » Logged
Medevenx
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« Reply #21772 on: March 06, 2013, 11:08:01 pm »

Nonetheless it's amazing pixel art! The design is also very striking.

Cross post from my Workshop Thread



@softchange - Do you think you can change the BG color and make it smaller to make it easier to read?
« Last Edit: March 07, 2013, 04:49:23 am by Medevenx » Logged

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« Reply #21773 on: March 06, 2013, 11:52:28 pm »

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« Reply #21774 on: March 07, 2013, 12:22:49 am »

Quote
I’ve been experimenting with doing pixel art by painting them at double-size before reducing them (Nearest Neighbor) and detailing pixel-by-pixel. While I’m detailing, I’ll reduce the number of colors a few times, too. (This is in Photoshop.) Seems to work alright!

As my graphical skill are virtually zero, I remember having experimented some time ago with exactly the same technique you've described above. Of course my results were not even close to yours but it got me thinking how great it would be to have some automated process of scaling down and "pixel-arting" some hi-res (bitmap or better yet, vector or 3D) graphics. Of course then there would be no art in such pixel-art, would it?
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« Reply #21775 on: March 07, 2013, 01:00:56 am »

It's the same reason that SVG icons haven't taken off - 8x8, 16x16, 32x32, 64x64, etc. all need handcrafting.
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« Reply #21776 on: March 07, 2013, 01:57:36 am »

Some little practice before returning back at all to The Wild West



#Hellboy
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Geti
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« Reply #21777 on: March 07, 2013, 01:59:14 am »

As my graphical skill are virtually zero, I remember having experimented some time ago with exactly the same technique you've described above. Of course my results were not even close to yours but it got me thinking how great it would be to have some automated process of scaling down and "pixel-arting" some hi-res (bitmap or better yet, vector or 3D) graphics. Of course then there would be no art in such pixel-art, would it?
Heh, you can get pretty close:



But you always have that feeling it needs a bit of a touch up.

If you push the res too low anything highres starts looking like shit because the design wasn't optimised for being shrunk down so much - if you turn that pinup to something like 16x32 it's barely even a good silhouette. The sample used is 128x256, upscaled x2 for the record. Took 2min using a trackpad Wink

edit: came back to review, seems imgur raped the progressive pixel perfect jpeg but the png is several meg so just take it as granted that it's not as good as hand pixelling it either way Wink

@egoitzOsa - that's cool, some of the detail is a little jumbled though re: what's arm, what's tail, what's leg.
ed: paged.
Some little practice before returning back at all to The Wild West



#Hellboy
« Last Edit: March 07, 2013, 03:04:58 am by Geti » Logged

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« Reply #21778 on: March 07, 2013, 03:35:57 am »

Spaceship! Smiley



Quote
I’ve been experimenting with doing pixel art by painting them at double-size before reducing them (Nearest Neighbor) and detailing pixel-by-pixel. While I’m detailing, I’ll reduce the number of colors a few times, too. (This is in Photoshop.) Seems to work alright!

http://mossmouth.tumblr.com/post/44754568622/pixel-spaceship
that looks lovely~<3 now go make a shmup, so I can throw money at you ! ;3

I am currently working on this again, since I found a coder for it... a Dev blog on here about the prototype and later developments on here seems likely, once we have the prototype actualy running somewhat. ( note, pic is larger than the forum bounds - open in new tab )

note that I increased the ingame resolution from earlier experiments (it is now full HD if pixeldoubling is taken into account, and the old smaller main character sprite just wouldn't really work well anymore... thus the increased size, currently displayed through a rather crude resize.
on the topic of using 3D models/vectors as base for pixels: it is rather common that people animate their things in Flash or the like and then export it over to photoshop to give it that pixel treatment. it is possible with 3D as well, though there is quite some polish neccessary, especialy if animation is involved.
« Last Edit: March 07, 2013, 03:41:05 am by Squirrelsquid » Logged
Gimym JIMBERT
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« Reply #21779 on: March 07, 2013, 07:49:21 am »

What I would like to see is some "HD" 3D art taking cues from color and details akin to the pixeal art like above.

However downscaling HD to pixel need more rez aware manipulation and is a similar problem than temporal continuity. Rotating pixel art also had this problem, it was partially resolved with upscaling with HQ2x filter and then scaling back to original solution. A similar technique can be use by prioritizing pixel based on spatial freq and brightness.
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