Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1403723 Posts in 68278 Topics- by 61944 Members - Latest Member: Absurd_Walls

December 01, 2022, 09:40:08 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperArtWorkshopPixel Art How Does It Work
Pages: [1] 2 3 4
Print
Author Topic: Pixel Art How Does It Work  (Read 8754 times)
sakuyo
Level 1
*



View Profile
« on: August 25, 2013, 01:10:19 PM »

I've been trying to do at least 15-20 minutes of pixiling a day for the past ~month or so.

Dump from the past week-ish in rough chronological order:

 





   (skin color palette practice)









Current wip:



Ref

About the wip, is it worth doing pixel art studies, or is it better to just do them traditionally and take what you learn there and apply them to pixel art? Or do some of both?

Any advice would be much appreciated.
« Last Edit: August 30, 2013, 06:12:14 PM by sakuyo » Logged
sakuyo
Level 1
*



View Profile
« Reply #1 on: August 26, 2013, 09:08:18 PM »

Things learned: metal is really hard to draw.





Ref

Dithering? No dithering?

I guess I don't really understand when dithering should be used?
Logged
Delicious
Level 5
*****



View Profile
« Reply #2 on: August 27, 2013, 04:32:53 PM »

use dithering when it is necessary, it acts like a mid-shade and could add texture. On metal and having that many colors at hand, it is not useful.
Logged

Blah Blah Blah <3
Twitter - Zjdelicious
sakuyo
Level 1
*



View Profile
« Reply #3 on: August 27, 2013, 06:46:23 PM »

Thank you, I've read a lot of conflicting things about dithering, having an explanation in a specific case was really useful.

« Last Edit: August 28, 2013, 06:14:46 PM by sakuyo » Logged
sakuyo
Level 1
*



View Profile
« Reply #4 on: August 28, 2013, 06:19:36 PM »

Logged
sakuyo
Level 1
*



View Profile
« Reply #5 on: August 29, 2013, 06:42:57 PM »

The grass looks pretty weird/bad but I'm not sure how to make it better.

Logged
sakuyo
Level 1
*



View Profile
« Reply #6 on: August 30, 2013, 06:11:46 PM »



Logged
sakuyo
Level 1
*



View Profile
« Reply #7 on: August 31, 2013, 07:45:54 PM »

Didn't have much time b/c of family, so demake bonesaw.

« Last Edit: September 01, 2013, 07:30:31 PM by sakuyo » Logged
Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #8 on: August 31, 2013, 08:26:19 PM »

The grass looks pretty weird/bad

No it doesn't
Logged
sakuyo
Level 1
*



View Profile
« Reply #9 on: September 01, 2013, 07:30:06 PM »

The grass looks pretty weird/bad

No it doesn't

Thank you?

More TF2 weapon demakes.



Logged
sakuyo
Level 1
*



View Profile
« Reply #10 on: September 02, 2013, 04:20:22 PM »

Heart lineart



and a color block just for fun

Logged
sakuyo
Level 1
*



View Profile
« Reply #11 on: September 03, 2013, 07:54:48 PM »

Logged
darkhog
Level 7
**


Dragon Agent


View Profile
« Reply #12 on: September 04, 2013, 04:58:58 AM »

Your pixels are pretty cool! Even oldest (and I believe worst) ones are very good. You have a talent, man. And for doing studies, I think it depends if you want to use it in retro games or want to just pixling for fun - with former studies would be useful to do, with latter not so much. But seeing you are good at it, I don't think it is *required* in either case.

For more complicated stuff I prefer using GIMP and posterize effect, it does simulate pixel art quite well and is useful for more complicated things like big shading, metal, etc.

Here is thread with my tiles (will update image shortly) http://forums.tigsource.com/index.php?topic=35743.0 . Aside of tree, gray/brown rock and hole which uses aforementioned posterize effect to simulate PA (shaded with dark/light tool, then posterized) and gravestone for which I've used emboss filter, rest of tiles are regular pixelart.
« Last Edit: September 04, 2013, 05:05:51 AM by darkhog » Logged


Be a computer virus!


I cannot C well, so I stick with simpler languages.

There are no impossible things, there is only lack of skill.
sakuyo
Level 1
*



View Profile
« Reply #13 on: September 05, 2013, 07:42:01 PM »

@darkhog: Thanks! I'm definitely glad that I seem to be improving, it's kind of hard to tell from my own perspective.

I like your tiles - it'd be great to see them in some kind of mockup to see how they'll look together. The regular shading -> posterize technique  might not be what purists would say is 'real' pixel art but it has some interesting results.


Wasn't able to post yesterday, but did pixel, so day 11, the first frame in a run cycle:



i just noticed that that knee looks weird as hell

and day 12, adventures with tiled and speech bubbles:



Logged
sakuyo
Level 1
*



View Profile
« Reply #14 on: September 06, 2013, 08:04:00 PM »

Just the flamethrower left.

« Last Edit: September 07, 2013, 09:27:23 PM by sakuyo » Logged
sakuyo
Level 1
*



View Profile
« Reply #15 on: September 07, 2013, 09:28:12 PM »



Logged
sakuyo
Level 1
*



View Profile
« Reply #16 on: September 08, 2013, 04:48:21 PM »



Logged
sakuyo
Level 1
*



View Profile
« Reply #17 on: September 09, 2013, 04:52:27 PM »

A break from TF2.



Logged
sakuyo
Level 1
*



View Profile
« Reply #18 on: September 10, 2013, 06:02:10 PM »

Tiled makes me want to punch a wall and then set it on fire.

Waterfall is (obviously) very wip.

Logged
Joshua
Level 5
*****


Be rad to one another!


View Profile WWW
« Reply #19 on: September 11, 2013, 06:18:58 AM »

Tiled is good for making maps, but if you are just making tilesets/art you should try Pyxel Edit. It's a pretty slick tool.

Concerning the mockup, I'd suggest a bit more contrast. Also try hue shifting, have fun with your colors! Smiley
Logged

Pages: [1] 2 3 4
Print
Jump to:  

Theme orange-lt created by panic