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| | #87 |
| Senior Member Join Date: Jun 2008 Location: Not in jail anymore, yay! Gender: Posts: 3,482 Thanks: 1,074 Thanked 185 Times in 118 Posts | Are those from a real game or custom? |
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| | #88 |
| Member Join Date: Feb 2009 Location: Pesterchum~ Gender: Posts: 2,316 Thanks: 111 Thanked 102 Times in 79 Posts | Custom. At least, I've never seen these in an official game. |
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| | #91 |
| Member Join Date: Feb 2009 Location: Pesterchum~ Gender: Posts: 2,316 Thanks: 111 Thanked 102 Times in 79 Posts | |
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| | #92 |
| Senior Member Join Date: Jun 2008 Location: Not in jail anymore, yay! Gender: Posts: 3,482 Thanks: 1,074 Thanked 185 Times in 118 Posts | |
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| | #94 |
| Member Join Date: Feb 2009 Location: Pesterchum~ Gender: Posts: 2,316 Thanks: 111 Thanked 102 Times in 79 Posts | ^Oh, I know what MFGG is. I was exploiting the fact that he misspelled it as MGFF. Just a joke, is all. Also, I think I see what Sarge is saying about the pipes. I think you should kinda give the shading at the bottom a reversal, so it looks a little darker towards the middle, and brighter on the edges. Or something, I don't know, I'm not a spriter. |
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| | #96 |
| Senior Member Join Date: Nov 2004 Gender: Posts: 9,659 Thanks: 31 Thanked 89 Times in 71 Posts | Better yet, you could get rid of the darkened corners altogether. Right now, they're shaded so that they look sorta like horizontal cylinders, so that luminosity is a function of vertical position. Perhaps you could look at the way Nintendo shades their pipes. The pipes are given a sense of depth by shading the region closer to the player (which is the middle, because it's a cylinder) lighter, and the sides, which are farther away, darker. They do this with vertical bars, which is basically how to shade these things. I made an example for you: ![]() I made this in like a minute, (I didn't use anything for a reference either) so I've done many things wrong, but it was just made to demonstrate shading pipes and should give you a good idea of how to do so. I can tell these are heavily referenced from Nintendo's sprites, (or just edits? some seem to be shaped the exact same way, or very similarly, to Nintendo's sprites) but your sprites/tiles lack the contrast between shades Nintendo's sprites have, which make Nintendo's sprites/tiles look much better. For example, look at the yellow blocks in the top left corner. Squinting at them, I can discern two yellow shades. After pasting it into MSPaint and zooming in, I realize there are three. Were I playing a game with these, I probably wouldn't notice more than one, because the shades are so close together (in terms of darkness.) In pixel art, you want to have as few shades as necessary, and get rid of any shades that can't be immediately told apart from another one. That way, it looks sharper, cleaner, and overall better. Despite the use of three shades, the blocks seem flat, but even if I only had two shades I could make a block with more depth than this one by making the darker one instead a dark brown, darker than the darkest yellow shade on yours. Don't be afraid to use more contrast - more contrast causes more depth. It's harder to use too much contrast than it is to use too little, and if you use too much, you'll still have depth. (though, that pipe I posted has too much.) [EDIT: sorta-fixed it] When I realized the importance of this, I very quickly became sorta-decent at pixel art. (also, try adding highlight shade on those blocks) Last edited by Mikhail Gorbachev; 08-02-2009 at 08:04 PM. |
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| | #97 |
| Senior Member Join Date: Jun 2008 Location: Not in jail anymore, yay! Gender: Posts: 3,482 Thanks: 1,074 Thanked 185 Times in 118 Posts | ![]() |
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| | #99 |
| Senior Member Join Date: Nov 2004 Gender: Posts: 9,659 Thanks: 31 Thanked 89 Times in 71 Posts | That's a silly response. When I read 'incomplete,' I reasonably interpreted it as 'I'm going to add more things,' (as is the obvious interpretation), not 'I'm working on improving existing things.' Secondly, if you had everything I said in mind, and you already knew to use more contrast / shade a vertical cylinder with vertical bars, you would have shaded them that way in the first place. I won't give further advice, since you don't seem to want any, but I hope you use some of the techniques I suggested. At an early level of learning pixel art, learning to get the right contrast between shades is one of the most important things to learn. Last edited by Mikhail Gorbachev; 08-03-2009 at 12:23 AM. |
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| | #100 | |
| A Real Sonic Hero Join Date: Oct 2007 Gender: Posts: 18,222 Thanks: 1,670 Thanked 1,078 Times in 751 Posts Blog Entries: 111 | Quote:
2. I was actually attempting something of a pastel, YI sort of style, but the big things like pipes often suffered from bad shading. | |
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