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1028810 Posts in 41320 Topics- by 32923 Members - Latest Member: DrDiamond

August 01, 2014, 07:55:16 AM
TIGSource ForumsDeveloperCreativeArtshow us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 2823408 times)
Derek
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« Reply #21780 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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« Reply #21781 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

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« Reply #21782 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 #21783 on: March 06, 2013, 11:52:28 PM »

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« Reply #21784 on: March 07, 2013, 12:22:49 AM »

Quote
Iíve been experimenting with doing pixel art by painting them at double-size before reducing them (Nearest Neighbor) and detailing pixel-by-pixel. While Iím detailing, Iíll 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 #21785 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 #21786 on: March 07, 2013, 01:57:36 AM »

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



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Geti
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« Reply #21787 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



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« Last Edit: March 07, 2013, 03:04:58 AM by Geti » Logged

Squirrelsquid
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« Reply #21788 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 #21789 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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« Reply #21790 on: March 07, 2013, 08:54:50 AM »

@Squirrelsquid, that looks amazing!
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« Reply #21791 on: March 07, 2013, 09:06:23 AM »

Derek, do you mind uploading the pre-downsize version?
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« Reply #21792 on: March 07, 2013, 10:58:03 AM »

Spaceship! Smiley



Quote
Iíve been experimenting with doing pixel art by painting them at double-size before reducing them (Nearest Neighbor) and detailing pixel-by-pixel. While Iím detailing, Iíll 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

Quite nice, man! Colour count could be waaaay down though, I think. I converted it to 16 col real quick in Gale and it barely lost any detail. Between 16 and 24 should be totally doable. It'll probably get a bit sharper in the process too. It seems a bit muddy in places now.

Love the overall design!
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Derek
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« Reply #21793 on: March 07, 2013, 01:08:52 PM »

Yeah, I get lazy about the color count, since whenever I try reducing it in PS I end up losing little details I like. Cry

I'll try and fix it up later.

Derek, do you mind uploading the pre-downsize version?

Sure! Here's the original:

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« Reply #21794 on: March 07, 2013, 01:12:19 PM »



I have a friend who has a hoodey like this.
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