Feb 24, 2013 at 6:31 PM
Join Date: Aug 9, 2010
Location: Greener Pastures
Posts: 1188
Age: 31
Go look at that. Cause you have a decent idea but you're not there yet.
Be careful that megaman is done in a different style from cave story. Cave story doesn't use outlines. Megaman does. Having different art styles within a game starts creating a feeling of fakeness. If you've ever seen a cartoon character pasted into a photo, I think we'll understandTpcool said:Hello. I'm working on a tileset for my mod and so far I've gotten mixed feedback for this one.
Maybe somebody can tell me what looks off with the foreground and background art? Dunc2403 told me that the background contrasts too much.
Noxid gave me the background (I just recolored it) and I ripped the foreground from Mega Man 5 and slightly edited it.
Yeah, but this is mainly the inside temple-fortress section using more red brown tones because it is in a tree, the outside will be more green, but I will try and incorporate more green into the inside as well, thanks.Dunc2403 said:You'd think a forest zone would be greener.
Yeah, they're intentionally that way.Those spikes are a tad generic. I don't know if this is intentional or not, but that's the case.
I will change them, thanks for the help.Edit: are those torches in the right? Cause they look like hearts. If your gonna keep them that color I'd change the shape to be more obvious.
Cool, I like what you did with it, thanks for the advice.Pix3M said:It's generally a bad habit to be detailing with pixel dots, especially not at small scales when pixels start being huge. Pixel dots also tends to be extremely high in contrast so what is supposed to be a tiny detail is made very prominent. Stuff like composition and form is more important than texturing.
Pixel dots are also very good for attracting a ton of attention, which is not what you want for background work. Reserve pixel-dot detailing for stuff that's arguably important. Tossing out noise also tends to make things easier to read.
View attachment 268
Aside for condensing some of the dithers, I also tweaked the brick tiles so they are not all the same size, to avoid needless redundancy. I am also not entirely sure what to do with the dark noisy brick wall tiles.
I also toyed around with the fire. The red fires are what you probably wanna use mostly but the blue fires should be pretty cool to use to show that an area is important and deserves attention. I feel there could be a better way to do the fire but I mostly exaggerated the size for readability reasons.
I completely disagree and find that the refusal to use single pixel dots is more a matter of style than necessity. The point being here it looked good and the two squared tiles you cleaned looked significantly more boring as a result. It's really a manner of how clean you want the environment to look and I find myself constantly switching from one tactic to the other based on the need of the project.Pix3M said:It's generally a bad habit to be detailing with pixel dots, especially not at small scales when pixels start being huge. Pixel dots also tends to be extremely high in contrast so what is supposed to be a tiny detail is made very prominent. Stuff like composition and form is more important than texturing.
Pixel dots are also very good for attracting a ton of attention, which is not what you want for background work. Reserve pixel-dot detailing for stuff that's arguably important. Tossing out noise also tends to make things easier to read.
HyMyNameIsMatt said:I completely disagree and find that the refusal to use single pixel dots is more a matter of style than necessity. The point being here it looked good and the two squared tiles you cleaned looked significantly more boring as a result. It's really a manner of how clean you want the environment to look and I find myself constantly switching from one tactic to the other based on the need of the project.
If something is important it's composition and contrast is what should make it stand out, and detail is not the main factor of it's composition. Lighting can also play a huge role in this along with color and use of surrounding tiles in the actual map.
The rest of the advice is nice but I think you would be more helpful with some of the other members here if you spoke in a more matteroffact way because even I find it hard to understand what you're trying to say with so little detail about the specific art. It becomes hard to understand just how something is a problem and it probably needs to worded a bit differently.
You went a little overboard with the anti-aliasing in my opinion, except for the black outlines that could do with some minor anti-aliasing.JonSpider said:Attempting trying to make the following fit (as in "look right") in the standard 48x48, but I might leave it as a 48x36. Oh yeah, first attempt at trying to make a mugshot from scratch, thoughts?
I'm thinking the right eye (from Jenn's perspective) needs to be a bit more "squished", or maybe lowered a pixel or two. Still trying my hand on this POV and original content. Also the scarf/mask thing is (at least attempting to) covering her mouth, neck, and such. Probably might need to raise that in order to bring more focus to the eyes and not look like it suddenly became oversized. At least, from my perspective.
It seems we have some pretty ideological disagreements about pixel art. Pixel art does not need to plainly show that it is made of pixels any more than a painting needs to be painterly.HyMyNameIsMatt said:It still doesn't seem like a valid criticism against the entire tileset. I find it difficult to give examples because it really should be posted along with an example image to show each piece as part of a composition. But I wouldn't use that deviant art page as an example because the rendering here is in a much more limited perspective to go on an even further limited engine.
But I must say that I don't believe the goal here is to be necessarily smooth at this high display. Dithering would in all honesty serve not much to blend but more to highlight the pixels themselves. This is pixel art for the sake of the viewer knowing that it's pixel art and seeing it, otherwise a different color palette and style would have been used. Not that one style is above another, but that is the purpose and I think it would be more helpful to point out how that can be done more effectively.
No, I said that was the objective here. It's not the only thing to do with pixel at and I'm even working on something where I try to keep it as Smooth as possible. Nowadays where pixel art is mostly thought of as a fad its common to see art styles that highlight that. Now obviously that stigma isn't right but that's the most common application and worth acknowledging.Pix3M said:It seems we have some pretty ideological disagreements about pixel art. Pixel art does not need to plainly show that it is made of pixels any more than a painting needs to be painterly.
Dunc2403 said:So? Regardless of whether or not it needs to be, this guy is doing that. If you seriously think he's using the MSX palette and rules without wanting to make it obvious that it's made of pixels you're pretty much wrong.
What I meant by 'plainly obvious it's made of pixels' is this:HyMyNameIsMatt said:No, I said that was the objective here. It's not the only thing to do with pixel at and I'm even working on something where I try to keep it as Smooth as possible. Nowadays where pixel art is mostly thought of as a fad its common to see art styles that highlight that. Now obviously that stigma isn't right but that's the most common application and worth acknowledging.
What is anything? I don't know what's solid and whats not. The only thing I think when I see this is orange. I don't see a place or a setting, I just see orange.liammillay said:Does this look good? Its for a "secret chamber" area i'm making in my mod.View attachment 270