DinofarmGames
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« on: October 05, 2011, 11:12:51 PM » |
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Hey guys, how's it going. Our lead artist, Blake Reynolds, posted a tutorial about how he makes pixel art, and the lessons he learned during the making of 100 Rogues. We hope it's helpful! http://www.dinofarmgames.com/?p=349Let us know what you think!
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Inane
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« Reply #1 on: October 05, 2011, 11:36:00 PM » |
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I was expecting something trite, but it's good stuff. Cheers Too bad I'll never get to play any of your games
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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
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st33d
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« Reply #2 on: October 06, 2011, 01:31:54 AM » |
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I remember someone once offering to do 3D models for my pixel roguelike. I was like, "I don't want to write a 3D engine for the game." He was like, "you can rasterise them!"
I'm deemed him unqualified for the role with that comment.
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1982
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« Reply #3 on: October 06, 2011, 01:43:31 AM » |
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I don't see any reason why 3D-modeling couldn't be downgraded to nice looking "pixel" art. The actual example of the 3D-model n the article features in fact a quite bad 3D-model. Mostly texturing wise. I wouldn't use that as a starting point.
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st33d
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« Reply #4 on: October 06, 2011, 01:57:01 AM » |
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I take it you're a programmer
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1982
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« Reply #6 on: October 06, 2011, 02:09:43 AM » |
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Yes that is exactly what I tried to say. Nice examples of 3D-models made into "little graphics". Thats why the example in the original article was bad, it was not meant to be a used like that in first place. Or I would think so at least.
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st33d
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« Reply #7 on: October 06, 2011, 04:39:04 AM » |
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I'd say that's a pretty good approach, but mostly because it's so stylised.
I guess that's the point then, not whether you rasterise any reference, but ensuring there is enough style in the pixelated output that it's recognisable and enjoyable to look at.
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1982
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« Reply #8 on: October 06, 2011, 04:42:32 AM » |
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I'd say that's a pretty good approach, but mostly because it's so stylised.
I guess that's the point then, not whether you rasterise any reference, but ensuring there is enough style in the pixelated output that it's recognisable and enjoyable to look at.
Well that is a case pretty much every possible graphic style in games. Only realistic games differ, they should only try to look as much realistic as possible. However, pixel games are very far from realistic approach so hard styling is a must. Thou there are lots of pixel games that try to represent realistic graphics, they look very nice too.
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st33d
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« Reply #9 on: October 06, 2011, 04:55:08 AM » |
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I work in an office full of artists who specialise in pixel art. It's very different to normal drawing. You can fudge normal drawing a bit. In pixels, everything counts.
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1982
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« Reply #10 on: October 06, 2011, 04:59:35 AM » |
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I work in an office full of artists who specialise in pixel art. It's very different to normal drawing. You can fudge normal drawing a bit. In pixels, everything counts.
I agree that it requires completely different skills and especially mindset, than "regular" art.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #11 on: October 06, 2011, 05:02:41 AM » |
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baldur's gate 2 had great 2d sprites made from 3d images, so did starcraft 1, i'm not sure what the problem is with sprites made from 3d models
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rivon
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« Reply #12 on: October 06, 2011, 07:22:54 AM » |
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Me too. It's used in almost all the isometric 2D games of the past days. Icewind Dale, Planescape Torment, Fallout, Age of Empires, X-Com Apocalypse... The only problem is that it shouldn't be called pixel-art because it's not.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #13 on: October 06, 2011, 07:37:43 AM » |
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also super mario rpg and the donkey kong country games
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DinofarmGames
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« Reply #14 on: October 06, 2011, 08:07:35 AM » |
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Too bad I'll never get to play any of your games You'll get to play Auro. We're not 100% on the platform but we're pretty sure there will be a PC version. Thanks for reading, guys!
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cynicalsandel
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« Reply #15 on: October 06, 2011, 11:20:26 AM » |
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I love reading about other people's pixel art creation processes. They are often more helpful than tutorials. Do you know if more pixel art guides/articles will be posted on your blog in the future? I might have to bookmark it if that is the case.
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Nate Kling
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« Reply #16 on: October 06, 2011, 01:32:59 PM » |
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Great article very funny and informative! Ive never really saved my roughs to use for another character I might have to try that. Does Blake use a mouse for pixeling?! sounds painful I could never go back to using a mouse for pixeling too slow for me. I liked this article a lot, it's inspired me to do an article of my own someday!
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gimymblert
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« Reply #17 on: October 06, 2011, 04:48:21 PM » |
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Rasterize 3D for roughing is good for any artist who know his stuff
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DinofarmGames
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« Reply #18 on: October 06, 2011, 05:25:00 PM » |
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It's used in almost all the isometric 2D games of the past days. Icewind Dale, Planescape Torment, Fallout, Age of Empires, X-Com Apocalypse... Just by the by, even if every game ever used it, that's not necessarily a defense.
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Inane
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« Reply #19 on: October 06, 2011, 06:03:45 PM » |
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You'll get to play Auro. We're not 100% on the platform but we're pretty sure there will be a PC version.
Sweet! Looking forward to it. Just by the by, even if every game ever used it, that's not necessarily a defense.
I don't know if you're trying to enrage people, or just naturally good at saying things in ways that make people freak out and become pedantic Either way... carry on, I guess?
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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
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