

Any pixel artists here?
Looks nice, but he's facing the wrong direction, unless he's one of those popcorn enemies that likes to come up from behind and kamikaze into you, in which case, fuck you.worstplayer wrote:Pixel art is way too hard for me. I always spend too much time trying to make shading look "acceptable" and never get it quite right.
Exhibit 1: random popcorn enemy:
40 hours, 36 colors. More info and art here: http://www.smashingmagazine.com/2008/05 ... pixel-art/worstplayer wrote:Also, wow, amount of work that had to go into that castle is unbelievable. Square King, any idea how long did that take?
Yeah, I just signed up a few days ago. I think the Trioculi is my favorite piece so far.Pixel_Outlaw wrote:The Pixel Joint Hall of Fame has some nice large and detailed work:
http://www.pixeljoint.com/pixels/new_ic ... ?ob=rating
Setting an artificial limit on what you do have nothing to do with art though and in the case of pixel graphics, for all the greatness of individual works, this has lead to a certain staleness.Pixel_Outlaw wrote:The whole point of pixel art style is to work within limitation. Low color detailed work.
Nice work Herr Schatten. And I'd be interested in seeing some animations.Herr Schatten wrote:I've been doing pixel art for cellphone games a few years back, so I was more into the practical side of pixel art as opposed to the actually artsy one.
These screens are from a Columns clone. The girl in the lower right corner acts differently dependent on your performance. I can post some animations later, if anyone's interested.
That's really nice, much better than anything I've ever managed.. looks kinda like the Aliens dropshipworstplayer wrote:Pixel art is way too hard for me. I always spend too much time trying to make shading look "acceptable" and never get it quite right.
Exhibit 1: random popcorn enemy:
Some good tuts here:Frederik wrote:Schatten and Coop, you both are very talented. I´m an illustration student myself, but still can´t wrap my head around how stuff like this is achieved, especially with things like isometric perspective and such (I usually do very flat, graphic stuff for this reason), and especially the huge amount of hours something like this must eat up. I would lose concentration all the time if I had to apply pixels in a orderly fashion like this.
One thing I want to know: Do you always start in the end resolution, or can you maybe use a sketch and scale it down? I would guess the former. Are there any tricks for shading and such (like in Photoshop) or do you just simply draw by hand like you would in MSPaint?
It depends. If you're going to actually sketch/draw an image out by hand, then draw it up at whatever size paper you wish to use, and scale that sketch down to the needed resolution after you scan it in. Once it's been shrunk, then you can start working on drawing it out in pixels. This works for images you've colored as well. A few things to keep in mind though...Frederik wrote:One thing I want to know: Do you always start in the end resolution, or can you maybe use a sketch and scale it down? I would guess the former. Are there any tricks for shading and such (like in Photoshop) or do you just simply draw by hand like you would in MSPaint?
Since this very question came up in the development forum, I'll repost my answer here.Frederik wrote:One thing I want to know: Do you always start in the end resolution, or can you maybe use a sketch and scale it down? I would guess the former. Are there any tricks for shading and such (like in Photoshop) or do you just simply draw by hand like you would in MSPaint?
Bonus round: These are some trees and a statue I did for an RPG project:Herr Schatten wrote:It depends. In any case you'll have to touch up the final image, often resulting in redrawing it completely and using the downscaled image only as a rough guideline. I've used this method to great effect, but it needs some experience. You also tend to make the final image too detailed, because you see all those little bits and leftovers from the larger image and feel the urge to include them all, making your sprite look gritty.A_Civilian wrote:1) Can you get more detail out of a small sprite (50*50 pixels) by starting the drawing as a large image (say 500*500 pixels) and then shrinking it down to the desired size? Or is it better to just start the drawing out with the small size and detail as much as possible?
Mostly it's better to just draw sprites in their original size. Downscaling larger images without retouching them later looks like ass in any case.