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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 7309593 times)
handCraftedRadio
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« Reply #180 on: July 20, 2007, 05:28:33 PM »

Wow  Grin Nice spaceship! Looks cool!
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eka
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« Reply #181 on: July 21, 2007, 01:46:38 AM »

all the pixel artist here use any kind of tablet or you do mouse?

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Xion
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« Reply #182 on: July 21, 2007, 02:02:49 AM »

I wish I had a tablet to use. Unfortunately, I'm stuck with this lame rolly-bally mouse that sometimes gets stuck.

Squirrelsquid: Nice ta seeya here. Awesome looking ship, man.
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« Reply #183 on: July 21, 2007, 05:03:38 AM »

here's something new from me:


Ooh that's nice, I love the colours you have used, they match your avatar very well too!

Is this art heading towards a game? I hope so! It re-minds me of a few pc-engine shooters, in particular my favourite: "

"
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Squirrelsquid
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« Reply #184 on: July 21, 2007, 05:20:50 AM »

here's something new from me:


Ooh that's nice, I love the colours you have used, they match your avatar very well too!

Is this art heading towards a game? I hope so! It re-minds me of a few pc-engine shooters, in particular my favourite: "

"

thanks for all the comments guys Smiley
Yea, the art is for a game I'm working on.
oh, and the colors are exactly the same. My Avatar is based on the portrait of the character,
who pilots the small player ship.

@Xion: yea, tigsource is a nice board, too bad I don't post here often. Gotta post more.

I use a intous2 A5. I actualy have a larger A4 Intous too, but I prefer the small one for pixeling,
as it's faster to work with. you should realy get one, Xion, it realy speeds up the workflow quite a bit.
also it's a lot more easier to sketch out poses with.
« Last Edit: July 21, 2007, 05:27:22 AM by Squirrelsquid » Logged
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« Reply #185 on: July 24, 2007, 04:16:53 PM »

sweet ship.  but i always thought that it's easier to work pixel for pixel using a mouse.  i can understand the whole outlining thing, but how do you do it without losing precision?  maybe i don't have steady hands.
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Squirrelsquid
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« Reply #186 on: July 25, 2007, 06:09:56 AM »

sweet ship.  but i always thought that it's easier to work pixel for pixel using a mouse.  i can understand the whole outlining thing, but how do you do it without losing precision?  maybe i don't have steady hands.

when pixeling in photoshop, I always have one window at 100% and another where I work in, that I keep at 800 to 1600%. At that zoom, It's actualy very precise, sure it takes some time to get used to a pen but it's worth it. When ever I have to pixel with a mouse, it just feels awkward. it's also more relaxing and a whole lot more natural, IMO.
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Bennett
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« Reply #187 on: July 30, 2007, 03:52:28 AM »

... I dunno, I find it quite relaxing using the tiny 2" trackpad on my notebook. I can lie on my back, and draw while moving nothing but my index finger. Tongue
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Inane
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« Reply #188 on: July 30, 2007, 01:41:31 PM »

To get accuracy with a tablet pen, you just need to zoom in enough to where your hand jittering doesn't move enough to draw on the wrong area by accident. 8x works for me Smiley.
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
Xion
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« Reply #189 on: July 31, 2007, 10:52:23 AM »

Me 'n Inane did another collab.
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« Reply #190 on: July 31, 2007, 01:43:00 PM »

Invert the colors.
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the_dannobot
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« Reply #191 on: August 05, 2007, 12:26:58 PM »

Here's a dude from an anime-style samurai fighting game I was going to do:



Since Capcom is also working on an anime-style samurai fighting game, I've put this project on the backburner and am working on one of my other ideas.  If/when I decide to work on this game again, I'll finish this dude up by giving him a helmet and neck armor.
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handCraftedRadio
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« Reply #192 on: August 06, 2007, 11:19:08 AM »

Looks pretty good! I think he has a kink in his neck though.
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Chris Whitman
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« Reply #193 on: August 06, 2007, 11:38:20 AM »

Yeah, the kneck and also the angle of the sword blade versus the hilt and the way he is holding his arms all strike me as a bit strange. Also, parts of his body sort of seem straight on while other parts are at more of a 45 degree angle.

The shading and such is pretty nice, though. I like how the gold bits have that rough, 'beaten out' look.
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« Reply #194 on: August 06, 2007, 11:43:19 AM »

well, this is gonna sound funny coming from me but i think the gradients here make this look more like something out of MSpaint than pixel art.

also, the "curves" could use some re-touching.
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Chris Whitman
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« Reply #195 on: August 06, 2007, 11:51:10 AM »

Yeah, I think the problem is that the gradients on the arms and the legs don't follow the narrowing radius of the surfaces, so the shading suggests that they are cylinders.
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« Reply #196 on: August 06, 2007, 11:52:29 AM »

Yeah, I was going for the giraffe-style of characters from the "Clone Wars":
http://ec1.images-amazon.com/images/I/51A6GEB6SAL._SS500_.jpg
He still needs a little work from the neck up.

The reason his pose is a little strange is because I'm using a paper-doll animation system, and this is the default pose.  He's made up of about 30 different images that can be rotated/translated to animate the character.
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« Reply #197 on: August 06, 2007, 02:34:32 PM »

Yeah, I was going for the giraffe-style of characters from the "Clone Wars":
http://ec1.images-amazon.com/images/I/51A6GEB6SAL._SS500_.jpg
He still needs a little work from the neck up.

The reason his pose is a little strange is because I'm using a paper-doll animation system, and this is the default pose.  He's made up of about 30 different images that can be rotated/translated to animate the character.


All right! Now I'm interested! I've been thinking about this sort of 2D animation system for a while - do you have animation editors and so forth to go with it?
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« Reply #198 on: August 06, 2007, 02:45:30 PM »

Yup, I used the same sort of animation system in Super Pillow Fighter 2D.  I've got a whole set of mfc tools I wrote for editing the game data.

You can try out the toolset by downloading and installing teh SPF2D demo:
http://www.dannobot.com/downloads/SPF2D%20Demo%20Installer.msi
and then downloading the toolset:
http://www.dannobot.com/downloads/SPF2D%20Toolset.zip
and unzip the toolset into the same folder as the demo executable.

There's a bunch of readme docs in there explaining how everything works.  You can load the characters from the game demo into ModelTool.exe to see how the skeletal system and animations are set up.

Even if you're not using a paper-doll animation system, someone could set up the model and animations in the modeltool, dump the animation frames to files (there's an option in the Tools menu to do that), and use those images to do sprite-based animation in an actual game.
« Last Edit: August 06, 2007, 02:50:49 PM by the_dannobot » Logged

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« Reply #199 on: August 06, 2007, 04:30:44 PM »

Thanks! I'll try it out some time Smiley
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