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Ashkin
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« Reply #101 on: September 19, 2011, 10:01:44 PM » |
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As my official first post to this forum(Love it btw), I would like to say that Paul Robertson is a mad genius. As my official 2175th post to this forum(Love it btw), I would like to say that this is the wrong thread to put this in.
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cplhasse
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« Reply #102 on: January 13, 2012, 02:52:35 PM » |
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I don't have much talent when it comes to drawing, but I want to learn how to do pixel art. Would I be better off spending some time learning how to draw decently or are they separate skillsets?
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Sniperrr
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« Reply #103 on: February 10, 2012, 11:37:15 PM » |
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I don't have much talent when it comes to drawing, but I want to learn how to do pixel art. Would I be better off spending some time learning how to draw decently or are they separate skillsets?
I don't know anyone that can sprite but can't draw. When you can draw well you can typically figure out how things are going to look when you're not even an eighth of the way to being finished, and that's important in spriting (or at least, i've found it is) Also, anatomy. That's pretty important. Best way to learn that is drawing, not spriting.
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J-Snake
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« Reply #104 on: February 12, 2012, 05:20:07 PM » |
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Can anyone reccommend a good tutorial on how to draw a sprite with more than 8 directions. I'm trying to draw a 16x16 sprite that faces 16 different directions, and while I've been moderately successful with simple shapes, I need to move on to something a little more complicated. Any suggestions would be appreciated.
Why not just using a 3D-model program, letting it do correct perspective and lighting and then just simply taking any snap-shots you want? Potentially it can apply to pixel-art aswell, you just dictate what brightness-levels to choose(just like with cel-shading). My guess, may be with some innovative tools a pixel-artist could save a ton of time and the main work will reduce to just sculping out the outlines and defining the set of colors for the sprite, because all of the rest can be computed based on the depth-information of the outlines and the position of the lightsource/s. So I wonder whether some special pixel-art tools do exist which allow you to do it.
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Farbs
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« Reply #105 on: February 27, 2012, 10:20:50 PM » |
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Fallout: Tactics was built this way, using 3DS Max to model and render the characters and export them to pngs, and a sprite based engine to render them. It worked okay for muddy hires stuff, but usually for pixel art you want clarity and exaggeration. To do that starting from a 3d modelling approach you'd want to clean things up a lot by hand, which would still take significant time and skill.
IIRC the 3d rendering and exporting was all handled by custom scripts.
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jotapeh
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« Reply #106 on: February 27, 2012, 10:34:46 PM » |
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Ah, there was a dude who did some amazing pixel art trains by making a 3D model first and then cleaning up the exported renders. They were lovely. Dan Ossler? Ostler? He's on this forum, somewhere...
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Bayinx
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« Reply #107 on: March 12, 2012, 02:05:26 AM » |
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Ah, there was a dude who did some amazing pixel art trains by making a 3D model first and then cleaning up the exported renders. They were lovely. Dan Ossler? Ostler? He's on this forum, somewhere...
Jotapeh, are you referring to Aubrey from wolfire? He did some pixel art based 3d trains for Mojam. Anyone can watch the videos of him making them in his Justin.tv account =).
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jotapeh
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« Reply #108 on: March 12, 2012, 02:58:19 AM » |
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I don't think those are the trains I'm thinking of, but yeah I'm not the best with names apparently, so who knows.
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Ishi
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« Reply #109 on: May 20, 2012, 05:19:22 AM » |
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DanFessler
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« Reply #110 on: May 21, 2012, 02:52:25 PM » |
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s_l_m
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« Reply #111 on: June 04, 2012, 10:39:28 PM » |
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Dude, those are some sexy trains
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Think happy thoughts.
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Delko
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« Reply #113 on: June 25, 2012, 12:55:43 PM » |
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Were those touched up at all after they were rendered? The shadings seems too perfect
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DanFessler
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« Reply #114 on: June 25, 2012, 02:48:29 PM » |
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They were most definitely touched up. The renders only provided a rough idea of what detail goes where and some basic coloring from which to pixel over as a base. General Model: Flat-shade, Vertex Painting, and outline (inverted geo): Rough render: Final pixel-over:
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« Last Edit: April 03, 2014, 01:20:13 PM by DanFessler »
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Delko
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« Reply #115 on: June 26, 2012, 01:04:36 PM » |
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Thanks for clarifying, really impressive work. I hope I have an excuse to try this method out sometime.
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AlwaysGeeky
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« Reply #117 on: July 12, 2012, 09:00:55 PM » |
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Awesome resources, Thanks! I always wish I have more time to get into practicing more pixel art.
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ink.inc
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« Reply #118 on: July 12, 2012, 09:06:08 PM » |
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Then make time.
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