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/ic/ - Artwork/Critique


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File: 105 KB, 350x442, terry.gif [View same] [iqdb] [saucenao] [google]
6549246 No.6549246 [Reply] [Original]

>Previous Thread >>6446581

> Rules:
- Resize your images before posting!
- Binary art allowed if its low resolution.
- Converted/Photobashed images are not allowed.
- NSFW allowed.

> Resources
How do I learn pixel art ?
Where do I learn those things?
What software do I use ?
Where can I share my work ?

Check this out
https://pastebin.com/BK9s37m7 (embed) (embed) (embed) (embed)

# TOOLS
http://graphicsgale.com/
https://www.getpaint.net/
https://www.aseprite.org/
https://www.piskelapp.com/
http://grafx2.chez.com/

# TUTORIALS
https://2dwillneverdie.com/tutorial/
https://lospec.com/pixel-art-tutorials
https://pixeljoint.com/forum/forum_posts.asp?TID=11299
http://pixeljoint.com/forum/forum_posts.asp?TID=24744
https://saint11.org/blog/pixel-art-tutorials/
https://twitter.com/Sadface_RL
https://bandygrass.tumblr.com/

# COMMUNITIES
http://pixeljoint.com/
http://pixelation.org/
https://www.spriters-resource.com/
https://dotpict.net/

>> No.6549253
File: 8 KB, 500x500, battlestation.png [View same] [iqdb] [saucenao] [google]
6549253

>> No.6549486

what is the tried and true route to improving pixel art skill as fast as possible
>t. former prebeg that found every other art form equivalent to suffering but pixel art incredibly fun

>> No.6549651

>>6549486
This is from my own experience. Maybe they'll help you:
1. Have fun.
2. Don't be afraid of reference images like photos or sketches. "Crushing" can teach you how pixels fall into place and help you come up with new approaches.
3. Play with sprites you like from Spriter's Resource. Learn to edit and reverse engineer.
4. Don't worry about what you can't do at your skill level today. You can come back and fix it, or even re-draw it later.
5. In terms of corrections and editing, remember that pixel art is remarkably forgiving.
6. Treat colors like a medium. Explore pre-made palettes (lospec.org is great for pixel-specific ones since they have high contrast and usually organized into ramps) and also the art of hue-shifting to make your own. Less is more.
7. Use software dedicated to pixel art, or pixel-art friendly, if you can. Less headache means more time learning and enjoying. I'm usually on mobile so I use Pixel Studio or Piskelapp.
8. Remember that techniques used for highspec digital art don't often work for pixel art. You're working at the atomic level. I don't mean post-effects like glows and blurs you might want to try mixing in. I mean like layer blending modes. Nothing wrong with layer blends as they can have their place within pixel art; but having more control over the color scheme is preferable.
9. Don't ignore fundies. Pixel art is easy to learn, but hard to master. Everyone who could be considered top-tier knows how to draw. You don't need to spend 10k yrs drawing boxes and Loomis, but do studies and such with pixel art. It's actually a shitload of fun.
10. Take care of your wrists. You don't need a tablet or stylus for pixel art, but it's good to consider a cheap one.
11. It helps me to start with a big canvas (1024px or w/e) and zooming in/out until I get the size of pixel I want to work with.
>t. trad artist who's getting back into making pixel art after xx years

>> No.6549679

need some inspo for pixel coom, any recs?

>> No.6549757

>>6549246
why is the brim of his hat growing and shrinking

>> No.6549807
File: 47 KB, 563x561, 2348c6d431182830230613a7e75e43a5.jpg [View same] [iqdb] [saucenao] [google]
6549807

Some old pixel art books
>>6549806

>> No.6550442
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6550442

chibi

>> No.6550546

>>6549651
Any app recommendations for iPad?

>> No.6550690

>>6549253
omg nice isometric bro??!

>> No.6550692
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6550692

>> No.6550707
File: 14 KB, 416x271, 1677402554756426.png [View same] [iqdb] [saucenao] [google]
6550707

>>6549253
Fuck off, bad enough shit art gets praised while good art gets shitnored.

>> No.6550708
File: 93 KB, 192x192, 1678136607534617.gif [View same] [iqdb] [saucenao] [google]
6550708

>> No.6550803

>>6549253
Holy Soul

>> No.6550968

>>6550803
Is this like an inforcement on this fucking board? Good stuff gets shit on while garbage gets praised?

Who subverted this place?

>> No.6551028
File: 145 KB, 1806x703, gamedev_ideasguy1.png [View same] [iqdb] [saucenao] [google]
6551028

>>6550968
I think he's just being ironic

>> No.6551519

Should I actually study animation theory from books/lectures or is it enough to just watch youtube vids / references? Not sure how deep the topic actually is

>> No.6551531

>>6551519
It can get really deep, I say try both. They have their pro and cons each

>> No.6552223

>>6550708
socials? very sovlful

>> No.6552311

>>6550546
I don't use an iPad, so I can't recommend anything from firsthand experience. This one is supposed to be the best for iPad and I recall it being around for a while, too:
https://pixaki.com/

>> No.6553317
File: 4 KB, 630x500, MIKUMIKU.png [View same] [iqdb] [saucenao] [google]
6553317

>> No.6553844
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6553844

>> No.6553845
File: 67 KB, 1076x728, Untitled2.png [View same] [iqdb] [saucenao] [google]
6553845

>>6553844
wip

>> No.6554183
File: 13 KB, 256x224, Water Mistress.png [View same] [iqdb] [saucenao] [google]
6554183

>> No.6556358
File: 7 KB, 183x208, 16.png [View same] [iqdb] [saucenao] [google]
6556358

Hello am new to this website

>> No.6556365
File: 3 KB, 150x200, girl2.png [View same] [iqdb] [saucenao] [google]
6556365

>>6556358
sorry, i dont know what happen to my colors ..

>> No.6556720
File: 3.08 MB, 720x400, IceGopher.gif [View same] [iqdb] [saucenao] [google]
6556720

>>6549246
We made a discord pixel art server
https://discord.gg/F2m7VEADXC
Its not insanely active as we are a few people in it but its active every day for crit and shit

>> No.6560494

ump

>> No.6563225
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6563225

>> No.6564720
File: 2.17 MB, 396x214, FireGoopher.gif [View same] [iqdb] [saucenao] [google]
6564720

>>6556720
Join the server, its still active every day

>> No.6565573
File: 2 KB, 348x183, hallway.png [View same] [iqdb] [saucenao] [google]
6565573

>> No.6566078
File: 7 KB, 320x288, skeithfightmockup.png [View same] [iqdb] [saucenao] [google]
6566078

>> No.6566109
File: 51 KB, 280x440, 1640226054709.gif [View same] [iqdb] [saucenao] [google]
6566109

>>6549807
Thank you anon

>> No.6566802

Anyone know if there's a good AI pixel art model out yet?
I've seen some pretty good examples but didn't notice or save if there was any context about the model.

Thanks

>> No.6566834

>>6566802
ya its called suck a dick

>> No.6566903

>>6566834
thanks I'll search for that

>> No.6568092 [DELETED] 
File: 377 KB, 1920x1080, 1677391368588132.png [View same] [iqdb] [saucenao] [google]
6568092

>> No.6568115 [DELETED] 

>>6568092
AI

>> No.6568159
File: 16 KB, 1099x618, 20230319_134610.png [View same] [iqdb] [saucenao] [google]
6568159

Practicing clouds

>> No.6568777

Does Sai still have the best pixel brush? I'm almost considering buying it because CSP still doesn't do pixel perfect

>> No.6569721

>>6568777
If you want a program that you're trying to do everything in AND have a pixel-perfect brush, then yes, SAI is still the best. Krita's isn't bad, but it isn't perfect. SAI is the next best thing you can have before just using a dedicated pixel art program with PP either as an option or in default mode like Aseprite, Grafx2, and Pixilart.

>> No.6569825

>>6568159
ey i've seen you over on /agdg/. neat clouds man. i mean, the little twirls at the end of them are a little weird but it's still good.

>> No.6570265

>>6569721
Thanks man, guess I'll buy Sai

>> No.6571735
File: 65 KB, 2048x1152, zinosprite.jpg [View same] [iqdb] [saucenao] [google]
6571735

Hey /ic/ I saw this artwork of a zinogre in a pokemon style and thought it would be cool to make it into a gen 5 sprite. How is it so far does it look like something you'd find in the game?
Jolteon added for reference
Yeah I made a thread shut up

>> No.6571943
File: 14 KB, 288x288, 16pdash (1).gif [View same] [iqdb] [saucenao] [google]
6571943

>>6571735
I'd say pick a lighter color for the horns lit side, in jolteon sprite there are three outline colors, one extremely bright shade for direct light, a darker shade for the skin in less lit areas and to shade the limbs in the background and the mouth, and a near black shade for everything else. You can't forget the outline plays a role in shading the figure in sprites with colored outlines. Imo you should move the back right paw down slightly to improve the silhoutte and shade the hind right paw to bend it innto the background more. Also study hue shifting to get more appealing colors. Thus is just on of many videos on the subject.

https://youtu.be/nG4_X4xt46c

>> No.6571982

>>6571943
Thank you anon I appreciate your advice!

>> No.6573711

>>6549651
Saving this, thanks

>> No.6573721

>>6549807
Newfriend to /ic/, what site?

>> No.6574218
File: 228 KB, 370x370, pixil-gif-drawing (2).gif [View same] [iqdb] [saucenao] [google]
6574218

>>6571735
I'm back /ic/ what's better
this or...

>> No.6574219
File: 228 KB, 370x370, pixil-gif-drawing (3).gif [View same] [iqdb] [saucenao] [google]
6574219

>>6574218
this?

>> No.6574223

>>6574218
>>6574219
I dunno, both I have a problem with the speed and distance the tail is going compared to the rest of the body. First one is too slow, second one is too fast.

>> No.6574228

>>6574219
Mix the faster pawing with the slower bugs.

>> No.6574235

>>6574223
too long too lazy *yawn*

But thanks for advice anon perhaps a better artist would listen
>>6574228
I can do that easy thx

>> No.6574783
File: 185 KB, 296x296, pixil-gif-drawing (6).gif [View same] [iqdb] [saucenao] [google]
6574783

>>6574228
kk did it

>> No.6574784
File: 185 KB, 296x296, pixil-gif-drawing (5).gif [View same] [iqdb] [saucenao] [google]
6574784

>>6574783
also made an opposite wuts better?

>> No.6574936

>>6573721
It's encoded with base64. You'll have to decode it to get the link

>> No.6575724

>>6574936
Ty anon

>> No.6576442

>>6549246
>>6566109
Those are 3D models that were traced over
>>6550707
That one and everything from that era was traced over marker drawings

The modern definition of pixel art is unrelated to any older example

>> No.6576789

>>6576442
>The modern definition of pixel art is unrelated to any older example
It's not like the style came out of nowhere. Plenty of artists still play with the "crushing" method and use hand-placed pixels to bring it together. And tracing over your drawings/sketches is a common approach no different from when you do high-res linework.
The only thing worth disregarding in older pixel art is that the sharpness and higher color contrast we embrace now was something they tried to avoid to get a cleaner rendering on the CRTs.

>> No.6577618
File: 3.07 MB, 1280x720, 1679695385378340.webm [View same] [iqdb] [saucenao] [google]
6577618

How do I add light effects to pixel art like this?

>> No.6577867

>>6577618
Those are post-effects, sometimes done in-engine, video editing, or blend modes.

>> No.6579602
File: 183 KB, 1280x1280, image (1).png [View same] [iqdb] [saucenao] [google]
6579602

Did this.

>> No.6579666

>>6574783
This one's nicer

>> No.6579681

>>6579602
really?
nice

>> No.6579690

>>6579602
Hey just saw this on twitter, nice one dude. Looks fantastic.

>> No.6579884

>>6549246
i wish i had the models used for the kof13 sprites desu
maybe i'll learn 3d modeling

>> No.6579963

>>6579884
Spriter's resource has a 3D counterpart. Worth checking to see if they're there:
https://www.models-resource.com/

>> No.6580098
File: 3 KB, 800x800, UndeadGorillaConcept.png [View same] [iqdb] [saucenao] [google]
6580098

>>6549246
Join
https://discord.gg/APSATRfYkB

>> No.6580426

>>6579690
Thank you man.

>> No.6580579

Does anyone know how to do advanced dithering like PC-98 CGs? I don't have any images on hand atm, I'm on the toilet taking a dump typing this really quick, but I can't get it off my mind.
Basically, Aseprite's dithering seems really rudimentary compared to something like Maguro Paint System (also known as Tuna Paint, and Multipaint System, by Woody Rinn).
Does no modern software exist that has advanced dithering techniques beyond assigning the Bayer dither algorithm to pressure sensitivity or a basic shitty gradient tool?

>> No.6580596

>>6580579
i have this saved, dont know if its of use

>> No.6580597

>>6580579
http://danfessler.. com/blog/hd-index-painting-in-photoshop
somehow it deleted link from previous post

>> No.6580598

>>6580579
Cosmigo ProMotion

>> No.6580627
File: 21 KB, 700x700, KongConcept.png [View same] [iqdb] [saucenao] [google]
6580627

>>6580098
Join da server or monke rips your cock off with its mouth?!!

>> No.6582038
File: 260 KB, 640x1200, 1679260206816364.png [View same] [iqdb] [saucenao] [google]
6582038

>>6580579
>I don't have any images on hand atm
A good way to bump

>> No.6582230
File: 397 KB, 1600x900, 353454654757542654.jpg [View same] [iqdb] [saucenao] [google]
6582230

where is the line drawn between something that's just drawn lowres/non-aliased in mspaint and pixel art? is this pixel art?

>> No.6582550
File: 15 KB, 1024x540, Nichijou.png [View same] [iqdb] [saucenao] [google]
6582550

New to pixel art and art in general. I don't really know what I'm doing but I'm having fun.

>> No.6582556

>told pillow shading is Le bad
>see it in 90% of pixel art
?

>> No.6582565
File: 530 KB, 1650x865, brujaxd2.gif [View same] [iqdb] [saucenao] [google]
6582565

I have these that I made a while ago

>> No.6582634
File: 202 KB, 640x2200, RAqsJsB.png [View same] [iqdb] [saucenao] [google]
6582634

>>6582038
Here's an example of what I was talking about too. Hopefully it doesn't get too compressed.

>> No.6582645
File: 8 KB, 351x169, dynamic_indexing_test-16c.png [View same] [iqdb] [saucenao] [google]
6582645

>>6580597
This is very interesting. I don't have Photoshop but I opened up the psd file in Clip Studio and it seems like it actually works in Clip Studio too, though obviously CSP sucks without any color indexing ability. It has to use posterization instead which doesn't give you fine control over amount of colors. But even so, if I put the image into IrfanView and limit the colors to 16 through there, I get this result. Not too bad. I can't help but feel like it's cheating but I dunno. Thanks for the share.
>>6580598
I tried out ProMotion and the free version is too limiting. Can anyone vouch for its ability in doing detailed PC-98 style art?

>> No.6582854

>>6582230
>is this pixel art?
It's oekaki
>where is the line drawn between something that's just drawn lowres/non-aliased in mspaint and pixel art
Details

>> No.6584421
File: 49 KB, 566x659, Vshamir02CRS.png [View same] [iqdb] [saucenao] [google]
6584421

>>6580579
I've been roughly experimenting with a PC98 style for a bit (pic rel, though I would not consider my work to be pixel art for various reasons). The PC98 style of dithering was born from the limitations of that era, and as such current software doesn't really provide simple ways to achieve that aesthetic by default. In some cases, that kind of dithering was simply just a by-product of processing a traditional drawing into something compatible with the PC98 color limitations.
That said, custom dithering brushes with various patterns do exist for most of the more popular drawing programs. However in most cases, you have to manually chose what pattern you want. I use SAI and this brush pack (though it does require extra steps if you want to adhere to a strict 16 color palette) - https://flamingteddy.itch.io/dithering-brushes-for-painttoolsai

>> No.6584662

>>6584421
Wow, it's really good work anon
It could pass for PC98 in anything but canvas size, your palette is valid

>> No.6585352

>>6584421
Your art is beautiful, and thank you for the insight. Another anon mentioned that your palette is "valid"; is it actually PC-98 compatible? If so, how do you go about picking legitimate PC-98 colors? Do you colorpick from existing images or is there some way to know what colors are accurate? Or does this not really matter much, and you just use any colors that look good out of 16.9 million colors?

>> No.6585382
File: 6 KB, 258x200, RGB_12bits_palette_color_test_chart.png [View same] [iqdb] [saucenao] [google]
6585382

>>6585352
>is it actually PC-98 compatible
Yes
>If so, how do you go about picking legitimate PC-98 colors?
8/16 colors in #AABBCC format
Second case for anon art
>Do you colorpick from existing images or is there some way to know what colors are accurate
It's easy. 112233, ff44ff, etc
Most pc98 art used #ffddcc and #ffcc99 as skin color for example(more rare it's #ffffff)

>> No.6585429

>>6584662
>>6585352
Thanks for the compliments guys. Its a fun style to emulate.
About the palette, yeah it is PC98 compatible.16 colors. I don't stick to the size limitations, so I figure I should at least try to have a proper palette lol
To chose colors, I use http://honorless.net/palette/ which compiles all 4096 of the colors the PC-9801 was capable of displaying (12 bit RGB range). I don't colorpick, but I do reference and spend a lot of time looking at super zoomed in PC98 CGs.

>>6585382
>#AABBCC format
Can't believe I never noticed this wow. Very helpful information, thank you.

>> No.6585880

>>6579690
Whats his twitter?

>> No.6585895

>>6585880
https://twitter.com/Mex0n37/status/1639746297539481600?cxt=HHwWgMDSqbykxsEtAAAA

>> No.6586186

>>6585895
Thank you man

>> No.6586278

>>6582230
pixel art is art that is done on the pixel level, where you are using pixels or clusters of pixels to make significant changes to the image

>> No.6586311
File: 1.26 MB, 1262x2798, Ordered Dithering GIMP.jpg [View same] [iqdb] [saucenao] [google]
6586311

>>6580579
>>6582645
>>6584421
>>6584662
>>6585382
>>6585429
>https://youtu.be/KSZqWXm7-zo
From all the dithering filters I tried "Ordered Dithering" with 6 colors (you have to uncheck luminosity to show colors). There're seven dithering filters I don't know wich one is best desu

>> No.6586384

>>6586311
>Using GIMP.

You been gimped.

>> No.6586393

>>6586311
lol, you know, I installed gimp just to try those filters. Kinda dissapointed. Still fun testing the hundreds of filters in that plug-in.

>> No.6586542

What you think of these?

https://mobile.twitter.com/rayslynyrd/status/1641440047571554310

>> No.6588286

This threads just come and go...

>> No.6588537

>>6586542
I'm always wary of these step-by-step tutorial things for pixel art. I've seen a ton of pixel art games and such that all feel as if they've followed the exact same tutorials for trees, rocks etc and they all have the same look

>> No.6590716

bump so the thread doesn't die, will make a proper post in a bit

>> No.6590900
File: 6 KB, 1550x630, wwoopl.png [View same] [iqdb] [saucenao] [google]
6590900

>>6590716
here's some stuff. I can't draw so I'm keeping my stuff very simple
is there a guideline to making stuff at this sort of fidelity? I can make something like an apple, fish or potion quite easily since they can be drawn as symbols and have commonly associated colors, but something more complex like a gargoyle isn't so easy

>> No.6591096

>>6586311
Dithering only looks good when it looks consistent and purposeful. So only when it's made by hand and well.

>> No.6591114
File: 2.51 MB, 3264x3226, dddd.jpg [View same] [iqdb] [saucenao] [google]
6591114

>>6590900
this is the sort of level I'm trying to achieve at the moment
is pixel art at this level just a matter of making a ton of it? copying a certain game's style and even recreating / editing sprites seems like good practice too

>> No.6591117
File: 13 KB, 3220x710, enlarged.png [View same] [iqdb] [saucenao] [google]
6591117

>>6591114
and here's a little more I just did. anyway I'll shut up now it's 4:30 AM here fuck

>> No.6591250
File: 43 KB, 768x672, old1bit.png [View same] [iqdb] [saucenao] [google]
6591250

>>6591114
>>6591117
I only recognize Mina the Hollower, Downwell, and Kero Blaster. What are the others? You should probably buy or pirate Pixel Logic, as I believe it to be a cornerstone book of Pixel Art in a way. For sprites that small, and with such a small palette, readability weather in be in silhouette or the details of the sprite itself is the most important. Make use of the negative space provided by black or your background color in order to flesh out details and use the sprites secondary color to either shade or imply detail. Tiny tidbits go a long way in faking sprite detail especially for sprites that size.

>> No.6591253
File: 19 KB, 120x120, scorpi (1).gif [View same] [iqdb] [saucenao] [google]
6591253

>> No.6591523

>>6591250
Hyperion, VVVVVV, Superdrome Bugs
Caves of Qud, Elephantasy, Tres-Bashers
here's the link to Hyperion since it doesn't come up easily: https://twitter.com/mercurybd?lang=en-GB
thanks for the Pixel Logic suggestion, looks good

>> No.6591588

>>6588537
I wonder if that's just due to the low bar of entry to pixel art? Newbies all use the same high contrast but faded color palettes and these similar techniques.

>> No.6591870
File: 2 KB, 250x200, door.png [View same] [iqdb] [saucenao] [google]
6591870

>> No.6593583
File: 88 KB, 312x342, boi.webm [View same] [iqdb] [saucenao] [google]
6593583

is this what the general process for pixel art looks like? no idea what I'm doing really but I heard working on the silhouette first is a good idea
would be interested in seeing some timelapses from you guys

>> No.6595159
File: 7 KB, 192x192, pepper.gif [View same] [iqdb] [saucenao] [google]
6595159

>>6593583
Partially, there's using stick figures to block out detail and body parts and using colored pieces to keep body parts separated.

>> No.6595161
File: 6 KB, 480x480, pepper.png [View same] [iqdb] [saucenao] [google]
6595161

>> No.6595178
File: 12 KB, 108x108, 16pdashs.gif [View same] [iqdb] [saucenao] [google]
6595178

>>6593583
https://www.youtube.com/watch?v=2kqOUWjYbHg&t=792s

>> No.6595179
File: 14 KB, 108x108, 16pdashss.gif [View same] [iqdb] [saucenao] [google]
6595179

>> No.6595363
File: 37 KB, 1540x3480, cool.png [View same] [iqdb] [saucenao] [google]
6595363

>> No.6595498
File: 29 KB, 2400x2140, cannons enlarged.png [View same] [iqdb] [saucenao] [google]
6595498

used a screenshot from DK94 for the palette, pretty difficult using just 4 colors
happy with 5 and 6 though, also the little chest

>> No.6595597
File: 28 KB, 2220x1500, idea big.png [View same] [iqdb] [saucenao] [google]
6595597

>>6595498
crude mockup of a tower defense game idea, killing two birds with one stone while practicing the 4 color palette. actually quite enjoyable working like this
idk how the fuck clouds work but I like how they look here

>> No.6597323

>>6595161
game quality asset, nice
>>6582230
another definition I find useful to distinguish oekaki is the lines are pixel thick but everything else could be considered digital drawing

>> No.6597370
File: 5 KB, 160x144, 1680857949185.png [View same] [iqdb] [saucenao] [google]
6597370

What do you think anons? This is made in the resolution of the Gameboy and I used the Dawnbringer 8 palette.

>> No.6597496
File: 226 KB, 540x540, nurse1.png [View same] [iqdb] [saucenao] [google]
6597496

How do I work faster with pixel art?

>> No.6597615

>>6597496
This image makes me confused
It looks like low poly blender render

>> No.6597883

>>6597615
It is a low-poly model with a pixel art style skin.

>> No.6597885

>>6597370
Pretty spoopy anon.

>> No.6597932

>>6597883
Ah, so it is then
I was thinking that perhaps it's actually drawn that way

>> No.6597951
File: 14 KB, 2220x1180, big gargs.png [View same] [iqdb] [saucenao] [google]
6597951

can't figure out how to draw gargoyles for the fucking life of me, tried a lot of different sizes and all sorts
only becomes more confusing once I try and pick a pose that's not facing the front

>>6597370
based R-Type enjoyer. good but the ship and thing in front of it needs to stand out more, probably with a pop of white highlight. check how the original game does it for reference

>> No.6597978

>>6597951
>can't figure out how to draw
look at references, copy, draw new poses from your imagination and understanding of the anatomy, then you can improvise and try to change it.

>> No.6598148
File: 18 KB, 3600x880, gargoyles final large.png [View same] [iqdb] [saucenao] [google]
6598148

>>6597978
used a reference this time, and to the surprise of nobody, it was a lot easier. also worked at a larger res which helped

>> No.6598171
File: 31 KB, 640x400, 1612947691049.png [View same] [iqdb] [saucenao] [google]
6598171

>>6591096
But is this actually how they did it back in the 80s and 90s for full CG images, putting each pixel down hand-by-hand? Didn't they have specialized art programs with dithering "blending" algorithms? If anyone has any information on the workflow of 90s Japanese PC game artists, I would really appreciate it.

>> No.6598226
File: 1.54 MB, 1737x310, which.png [View same] [iqdb] [saucenao] [google]
6598226

>>6598148
alright last one, no more gargoyles after this, I just think they're neat
which of these is best? I'm thinking 4. and do these even read as gargoyles?

>> No.6598277
File: 125 KB, 640x400, pstscrn.png [View same] [iqdb] [saucenao] [google]
6598277

>>6598171
NTA. There's definitely some degree of precise pixel placing (generally around the eyes, where lines curve, etc), but programs back then had more efficient ways of dithering. I'd still call it by hand, but in most cases I do not believe that PC-98 style dithering was done pixel-by-pixel.
You can view some of the drawing programs that were available for PC-98 systems here - http://www.ateliermw.com/cglib/software.html#SW0011
Here's a video of someone drawing in Multi Paint System (also known as Maguro Paint System) - https://www.youtube.com/watch?v=nIdFor2WOnw
Going by the screenshots, most of these programs had built in dithering patterns that you could select. In the Multi Paint video, you can see them use an Airbrush-like tool that has a basic, prebuilt dithering gradient. There's some degree of automation, but I think a human brain still had to decide what colors and patterns/tools to combine.
In some cases, I believe they processed (and then presumably hand edited) traditional paintings into PC-98 compatible ones. An example - https://i.warosu.org/data/vr/img/0010/91/1379931353842.png

>> No.6598482
File: 31 KB, 640x400, dev edited himself.png [View same] [iqdb] [saucenao] [google]
6598482

>>6598277
>In some cases, I believe they processed (and then presumably hand edited) traditional paintings into PC-98 compatible ones
Yeah it's been a thing for sure, example would be this frame for example
Also, besides Multi Paint System, keep in mind Photoshop already existed back in the 90s. I started ripping off pc98 graphics recently(and it's hard and hacky, since it's compressed and stored in old dead proprietary formats) and found PSD format for images wrapped in some kind of compression
Would need some time to glue frames into animations, will bump the threads with them

>> No.6598886
File: 3 KB, 254x289, sprite.png [View same] [iqdb] [saucenao] [google]
6598886

Hey guys, can you recognize this guy?

>> No.6598976

>>6598886
The "voice"?

>> No.6599089
File: 81 KB, 640x400, NP2_0002.png [View same] [iqdb] [saucenao] [google]
6599089

Alright, i'm done with first set of games i ripped off, though couldn't rip brandish sprites
In files of Viper series, there is sometimes sketches included
I don't know if it's some kind of bonus or just not used file in the game, since i only played mahjong series of Sogna games
>>6598277
>In some cases, I believe they processed (and then presumably hand edited) traditional paintings into PC-98 compatible ones
Yeah, basically an example

>> No.6599090
File: 17 KB, 450x320, NP2_0004.png [View same] [iqdb] [saucenao] [google]
6599090

>>6599089
I might have missed exact frame(i used old proprietary dos program to extract frames, and it has no "previous frame" keybind), but this one also pretty similar

>> No.6599855

>>6599089
This is so cool to see. I don't have anything to really add, but just so the thread doesn't die, I'll ask: How much knowledge on reverse engineering do you need to be able to rip files from PC-98 games? I'm guessing you need a lot, and I don't think I'd ever be able to do it, but I'm curious how much experience you have.

>> No.6600090
File: 34 KB, 640x400, NP2_0001.png [View same] [iqdb] [saucenao] [google]
6600090

>>6599855
There is two ways to rip things, first one is easy and basically a bit more optimized this guide:
https://gang-fight.com/projects/98faq/
Just use pc98 emulator like NP2kai (Neko Project 2 Kai), then you edit game hard disk by putting MLD.exe in root folder, and removing Autoexec so game won't boot
Then you run in console
>MLD -k -c game_files_folder/*.*
It will launch mostly all image files in the game, with two exceptions
>file format is unknown
>image size is bigger than pc98 capabilities(so more than 640x400, Sogna mahjong games has few files like that)
Then you can just manually extract bmp files of the frame through emulator
Problem with this method is, it's time consuming(manually extracted more than 2000 frames) and sometimes game engine optimizations (Sogna games for example) put not full frame, but rather just the small difference that should be applied on top of higher resolution image
Second method is basically reverse engineering file format, and this shit needs assembler knowledge. Since i ripped not everything out of Sogna games and i still want to finish my job, i think i will try to reverse engineer MLD in coming months. If it knows how to render a lot of proprietary file formats, likely it should be possible to make easier extraction scripts based on binary data

>> No.6600094
File: 18 KB, 640x400, NP2_0044.png [View same] [iqdb] [saucenao] [google]
6600094

>>6600090
This concept art was in V8 game(September 10, 1993), but game art is from V10(March 11, 1994), which came later

>> No.6600581

>>6598226
Number four is the best in my opinion. If it's going to be monochrome the more simple and clear design the better.

>> No.6600607

>>6598171
Have into account that the working resolution was 640x400. Even if it is pixel by pixel, You can do a lot in such a small frame of work. And if you're a talented neet schizo artist in the 90s I think they could do this work manually. It is totally possible.

>> No.6600608
File: 21 KB, 1528x489, persons.png [View same] [iqdb] [saucenao] [google]
6600608

critique pls

>> No.6600638

>>6600608
Number one... Dr House?... If it is House, I think his face should be thinner more bony, and some grey on his hair. Of course we are talking bout one single pixel detail.
The others are easy. Pavarotti and Walter.

>> No.6600965
File: 3 KB, 292x324, sinatra.png [View same] [iqdb] [saucenao] [google]
6600965

>>6600608

>> No.6601384

>>6600965
Nice, when do you decide to use pixel half-steps, like the anti-aliasing on the hat and what are it's advantages over vanilla antialiasing

>> No.6601385

Here is a working version of Multi Paint system that can run on DOS. Just follow instructions in the folder.
https://drive.google.com/file/d/1mdoY1IhX4n3PbSVx0v99zZsWvXETOONG/view

>> No.6601397
File: 5 KB, 555x516, sea.png [View same] [iqdb] [saucenao] [google]
6601397

>>6601384
It's just my own style of AA for outlines, there's no objective advantage over regular one. It makes things smoother, but it can be tricky if background doesn't mash up well with it. Also, it makes things look muddy on lower resolutions, so it's not always the option. It's a style preference, I guess.

>> No.6602027
File: 37 KB, 200x200, 20080CC1-F6F7-4F92-8349-BA729B279F5F.gif [View same] [iqdb] [saucenao] [google]
6602027

Test test

>> No.6602885
File: 5 KB, 410x330, TrollfacePixel.png [View same] [iqdb] [saucenao] [google]
6602885

>>6549246
I made an animation le funny video
https://www.youtube.com/watch?v=hozoLJKrSC0&ab_channel=EusebiuSasca

>> No.6603893

how do I make the color look nice?
there seems to be a big difference between noob pieces and niggas that have 100k followers on twitter
is it the contrast?
I'll see some pieces that look nice but the colors ehh

>> No.6604185

>>6603893
Yeah, palette makes or breaks it

>> No.6604232

>>6552223
It’s Minus8

>> No.6604529

>>6604185
should I just use any premade pallet out there?

>> No.6604590

>>6604529
Yeah, I use a premade pallet and simply add colors when I need to.

>> No.6604638

What's good workflow for pixel art?
>Starting with digital sketch
>Resizing to desired resolution
>Drawing pixels over sketch
Is that a good idea?
Or are there better ways?

>> No.6604666
File: 23 KB, 288x201, shapen_walking.gif [View same] [iqdb] [saucenao] [google]
6604666

>>6604638
I'd say it depends on what you need to draw and what style.
You should pull all the possible tricks and not feel bad about it, 'cause good pixelart takes obscene amounts of time, the faster you can make the process the better.
Only the end result matters anyway.
Nobody's gonna thank you for wasting your precious time.

So, if you want to make a scene with complex geometries, maybe do a sketchup/blender as a base first.
If something requires a complex texture like tree bark, or the scene is massive, maybe you can do high color/res first, and then reduce colors and fix later.

>> No.6604667

>>6604638
if you have solid foundation in art, why not. I start with real images and trace sometimes before going "original".

>> No.6604683

>>6604667
>>6604666
Thanks anons, I guess it's just about experimenting in the end.

>> No.6605653
File: 94 KB, 1201x890, agdg anon 1.png [View same] [iqdb] [saucenao] [google]
6605653

>>6604666
artist?

>> No.6605698

>>6605653
Where did you find this?

>> No.6605699
File: 166 KB, 500x686, 1681186782111456.jpg [View same] [iqdb] [saucenao] [google]
6605699

>>6604638
I am working on a sprite conversion done by myself, no ai japanese conversion page, no photoshop, just clip studio paint, but ill upload tomorrow cause i am still doing cleaning, one of my wishes is to start streaming to produce pixel art on both yt and twitch.

This is the pic.

>> No.6605701

>>6605698
/agdg/. i have another one by the same anon but im not at my pc

>> No.6605702

>>6605699
Good luck anon.

>> No.6605740

>>6605701
Who's the artist?

>> No.6605746

>>6605740
idk his name, im sure you can go ask agdg and they'll tell you. not like they have very many good artists in their threads.

>> No.6606650
File: 2 KB, 512x340, Pilot.png [View same] [iqdb] [saucenao] [google]
6606650

>> No.6606653
File: 4 KB, 512x512, Jigglypuff Sound.png [View same] [iqdb] [saucenao] [google]
6606653

>> No.6606656
File: 34 KB, 1000x595, 1669820468378873.png [View same] [iqdb] [saucenao] [google]
6606656

>> No.6607034
File: 19 KB, 476x764, 1twe.png [View same] [iqdb] [saucenao] [google]
6607034

sup

>> No.6607142
File: 21 KB, 1280x896, Ftp1VPJaQAAehED.png [View same] [iqdb] [saucenao] [google]
6607142

>>6605699
And here it is, full view version tomorrow.

ロール

>> No.6607231

>>6607142
Awesome

>> No.6607385

>>6556365
You have a good enough thing going, but you're too pure for this url

>> No.6607668

>>6607385
what do you mean this url?
this site?
false and also jap tier weird ESL english

>> No.6607990

>>6607142
That's very nice!
What are the original resolution and target?

>> No.6608905
File: 18 KB, 960x600, wr-screen-23.png [View same] [iqdb] [saucenao] [google]
6608905

>>6605653
Me, for my spook game.

>> No.6609394

>>6607990
320x224 and playstation 1 graphics

>> No.6609396
File: 2 KB, 640x640, Final piece.png [View same] [iqdb] [saucenao] [google]
6609396

first time

>> No.6609475

>>6609396
Looking good already

>> No.6609806

>>6608905
Bery gut anon

>> No.6610342

>>6551028
>ideas are the most important
Ideas are meaningless without a great designer to make them real. Ideas are at best an outline, a set of goals that you attempt to reach. Design is what makes up 99% of creating a product, the act of figuring out HOW to make a vague idea into something tangible and workable. Like you can have a cool IDEA for a story, you can write an outline, but it's ultimately the execution, the writing itself, that truly makes or breaks the story.

>> No.6610352

>>6577618
This is horribly ugly. Assets all in different resolutions, pixel art and non-pixel art elements just mishmashed together, HD post processing effects. Gross. My best suggestion of how to add lighting effects to pixel art is to not do it like this, please, for the love of God.

>> No.6610354

>>6579602
HD index painting? Very cool.

>> No.6610410

>>6580098
I know nothing about pixel art but would like to learn. is it beginner friendly?

>> No.6610475

>>6610410
I think the really hard part is the animation side of it, that's a whole different can of worms.

>> No.6610543

>>6610342
>Ideas are meaningless without a great designer to make them real. Ideas are at best an outline, a set of goals that you attempt to reach. Design is what makes up 99% of creating a product, the act of figuring out HOW to make a vague idea into something tangible and workable. Like you can have a cool IDEA for a story, you can write an outline, but it's ultimately the execution, the writing itself, that truly makes or breaks the story.
Nope, now an AI will just design it for you. Go back to 2021

>> No.6611483
File: 16 KB, 1024x960, Ft4LLt6aIAEjONs.png [View same] [iqdb] [saucenao] [google]
6611483

Another one i did for the last 2 days.

>> No.6611830
File: 87 KB, 641x401, IC_Live_Model_Drawing_Class.png [View same] [iqdb] [saucenao] [google]
6611830

Quick /ic/! Everyone to the live model drawing class!... she's there already...

>> No.6611831

>>6611830
Kek verry nice.

>> No.6611910

Damn, pixelart ain't easy. There's a couple things than I'm just discovering, and it should be in the sticky for people just starting. First I chose a resolution canvas of 640x400, for some reason Krita added a +1px and gave me 641x401. I thought that it wouldn't matter, and kept working... Well that +1 pixel does matter LOL!
I deleted the +1 extra pixel and it's all flows perfect now. This is awesome. Didn't knew about that.
Also scaling by percentage, 200%, 300% etc, instead of px, and using the "Nearest Neighbor" filter option to scale.
So, those tree things are VERY important just to start. I'm hooked now.

>> No.6611934

>>6611830
Me on the left

>> No.6611942

>>6611830
I'd hit that gaping asshole like you wouldn't believe

>> No.6612106

>>6611910
Funny because when i scale on CSP, i usually dont use "nearest beighbor"

>> No.6612260

If I'm starting from nothing and my goal is to make sprites with animation as good as Street Fighter III and other Capcom games from that era, where should I start? Specifically in learning animation?

>> No.6612278

>>6612260
Why don't you try to copy an animation sequence from those games as a start? I mean, the resources are there already. All the sprite animation sequences are available in the webs.
Or maybe something easy like a fire loop of five frames.

>> No.6612279

>>6612106
Cool..?

>> No.6612548

Any tips for animating boob physics in pixel art?

>> No.6612612
File: 1.85 MB, 421x498, mai-shiranui-kof.gif [View same] [iqdb] [saucenao] [google]
6612612

>>6612548
Mai Shiranui nuff said

>> No.6613213
File: 3 KB, 640x640, Awooga.png [View same] [iqdb] [saucenao] [google]
6613213

>> No.6613894

>>6550707
>Fatria

>> No.6614086

>>6611830
the elbow should be about halfway between the shoulder and the palm, not 2/3 through. very jarring.

>> No.6614107
File: 146 KB, 898x898, 1681567020049970.jpg [View same] [iqdb] [saucenao] [google]
6614107

>>6614086
Shit. You're right. I used picrel as reference. I'll fix it. Thanks.

>> No.6614168
File: 87 KB, 640x400, IC_Live_Model_Class_A.png [View same] [iqdb] [saucenao] [google]
6614168

>>6614107
Fixed

>> No.6614172
File: 88 KB, 640x400, IC_Live_Model_Class_B.png [View same] [iqdb] [saucenao] [google]
6614172

And now she turned around...

>> No.6614189
File: 8 KB, 500x534, tails 3.png [View same] [iqdb] [saucenao] [google]
6614189

>>6614172
¡MADRE MARÍA LA CARNE ASADA!

>> No.6614529
File: 88 KB, 640x400, IC_Live_Model_Class_B.png [View same] [iqdb] [saucenao] [google]
6614529

Fixed the elbow from the B side too.

>> No.6614531
File: 87 KB, 640x400, IC_Live_Model_Class_2.png [View same] [iqdb] [saucenao] [google]
6614531

And now a new class. I tried to make a fire animation over the skull, but I didn't like the final casting light effect. I need to work on that. Instead of the fire, I had to COPE.

>> No.6616578
File: 91 KB, 640x400, IC Live Model Drawing Class.png [View same] [iqdb] [saucenao] [google]
6616578

Bump

>> No.6617023

>>6614168
>>6614172
>>6614529
>>6614531
>>6616578
what game is this?

>> No.6617206

>>6617023
Sorry anon, No game.... (yet?).. These are just some silly attempts at pixelart. I'm just learning.

>> No.6618420
File: 4 KB, 680x680, FuNFVdDWwAIA8Tq.png [View same] [iqdb] [saucenao] [google]
6618420

>> No.6619324
File: 101 KB, 467x467, 1682118998025.png [View same] [iqdb] [saucenao] [google]
6619324

Anyone have experience with pro motion ng?

>> No.6619330

>>6602885
Based

>> No.6619366

>>6619324
I tried to use it but everything was so ass backwards it wasn't worth it, and i tried when there was a good reason to try to change programs like the tilemap editor. But aseprite has added a lot of the features that made the change attractive, right now i don't think there is a good reason to use it over aseprite.

>> No.6619469
File: 4 KB, 512x512, BottledFairy.png [View same] [iqdb] [saucenao] [google]
6619469

>> No.6619501

>>6619469
cute

>> No.6621007

>>6600608
>Hwhite Kanye West?

>> No.6621014

>>6616578
Can you post the background crowd?
It looks like an amazing template!

>> No.6621089
File: 80 KB, 640x400, IC Live Movel Class CLEAN.png [View same] [iqdb] [saucenao] [google]
6621089

>>6621014
Sure. There you have it. 640x400px. I was thinking on redoing the frogs, adding color to their black lineart, but it's too much work lol. They look good anyways.

>> No.6621136 [DELETED] 

https://discord.gg/Ug8H6Krr69
drawfag server
.lolibros allowed

>> No.6621323
File: 56 KB, 3800x1470, dominions lads.png [View same] [iqdb] [saucenao] [google]
6621323

Some spritework for a game mod

>> No.6623974
File: 2.34 MB, 3264x1835, exophobia.jpg [View same] [iqdb] [saucenao] [google]
6623974

anyone have any good resources on this type of first-person pixel art stuff and how to make it?
as far as I can tell, it should let me circumvent 3D modeling whilst still being 3D which would be great
what I'm struggling with is how to go about making the assets; with a 2D game it's easy to construct a test scene, but it feels harder to do in first-person

>> No.6624050

>>6623974
you could just reach out to the guy on twitter, I used to be in the devsphere and these guys are always happy to talk about what tools they are using or give some basic pointers - just don't hassle them to give you a million details and get them to do your work

just be willing to learn and they'll be happy to provide

foregoing that I think Exophobia was made using gamemaker - it's not the best for 3D but theres a fair few tutorials out there for it now, though I'd probably recommend Godot if you haven't coded anything yet, as that's free and can do basically the same stuff but with better 3D options.

Everything else though is just planes what you see on the screen is basically what the 2D sprite would be - it's just force rotated to face the player

>> No.6624069

>>6624050
>Godot
Is Godot an overkill tool to make a simple old style pixel visual novel? Old school flash is still my only option, it was so simple and straightforward. I can't find anything that good to replace it yet.
I still think taking down Flash was a conspiracy to wipe out everyone making games fast and easy.

>> No.6624320

>>6624069
Renpy is the go to for Visual Novels, I believe it also uses Python. It would be the most straighfoward way of creating a VN, like RPGmaker for rpgs. You could do it in Godot aswell. You'd have the advantage of being able to modify it to be more than a just a VN, but you'd either have to set everything up yourself, use a template, or go through tutorials. I guess it depends on whether you want specialty or malleability.

>> No.6624348

>>6624320
Thanks anon. I used renpy a long time ago. Then I started using flash instead and it was so much easier to create stuff. Almost just drop and click.
But you're right, I know there's not at the moment anything better than renpy for visual novel. Renpy it's still too complex for what I need, all I want is click next and back, no save, no nothing. Maybe I'll stick with flash. It can be exported as swf or exe clip and still works all the same anyways

>> No.6625324

>>6624348
Check out Twine with Sugarcube. You might still end up using renpy but you may find it's enough for what you want. I have made a few multiple choice stories using Twine+Sugarcube and you can export it to html.

>> No.6626236
File: 91 KB, 640x400, IC Live Model Class Figure.png [View same] [iqdb] [saucenao] [google]
6626236

Pixel Bump
Reference >>6625103

>> No.6627067

>>6550707
At a certain point, why even bother with pixels? Just do regular digital art.
I guess this way you can call it style, and not have to get better

>> No.6628061

>>6627067
This is the other extreme of gatekeeping within the pixel art community. On one hand, the gatekeeping standardizes a style and a set of rules, but can hit such high levels that more experienced artists avoid tagging their work as pixel art because they've, say, gone and added some glow effects in post or used the pixel art on a 3D mesh.
On the other hand, the whole "good technique for people who can't draw" meme floats around, and you get some scraps posted. I compare pixel art more to sculpting since there's a lot of overlap. A lot of great sculptors aren't the best at drawing, but the ones who can have more options and excel faster. I wish this meme would die, and that the whole "pixel art has a low bar of entry" came with better context. Really, I think no-drawers who get into pixel art still need to have a good eye for shape, color, and storytelling.
Lately, I've been looking more into pixel painting/oekaki-style artwork like >>6626236, but because of both extremes, it makes it harder to seek out as a style. It's a shame; it's probably my favorite digital art style alongside vector and a few others.

>> No.6628092

>>6627067
Actually, what pixel art gives you is a delimited construction set with a very clear and fair set of rules and boundaries. Much of us really need this right now. I can't spend more than a day on a digital painting anymore, there's no limits there, you could be spending days polishing a turd, or ruining a masterpiece, just because you can. You have infinite brushes, infinite layers, infinite canvas resolution and size, there's no rules. If you're mildly obsessive (and "artists" are the definition of that), then you will suffer a lot trying to finish something or "getting it right". With pixels there's a finite amount of work you can do on a finite amount of resources. A pixel will be set as on or off, good or wrong. "Getting it right" is suddenly clearer than ever, if you're good, it will show. If you place those 256000 pixels right, you could get a masterpiece, Getting better and better inside those limitations it's very addicting and entertaining. The "style" part is secondary. It will have "style" if it actually looks good at the end.

>> No.6628158

>>6627067
Speaking of which, you guys want to be infuriated?
https://youtu.be/Ih65Kg4DTw8

>> No.6628163

>>6628158
And here's a cleanser with someone who actually knows what they're talking about.
https://youtu.be/aMcJ1Jvtef0

>> No.6628177

>>6628092
nta you can put limits for digital art. most artist have personal preferences.prefrencee creates limits. imo you speaking from bias. expressionist or loose painting is far from perfection tendencies.

>> No.6628199

>>6628177
Taking on limitations is a huge part of artistic training. Pixel art is very good for that without an extra steps. It actually helped me with my inking and trad painting, forcing me to pay attention to my shortcomings and helped my strength.
Digital art has too many crutches, so pixel art is a nice option for people who just like exploring simpler styles in between high res renders. As someone said some threads ago, it's the very essence of digital art as a medium, and has similar appeal as impressionism.
Regardless, does it really matter? It's not really a thread for debating 'why do Pixel art,' but 'if you do pixel art, share and talk about it here.' Just doing pixel art because it's fun is enough reason to do it. It's like playing with legos.

>> No.6628330

>>6628163
Did J Huckaby ever release his pixel art tool?

>> No.6629100
File: 2 KB, 200x200, night house.gif [View same] [iqdb] [saucenao] [google]
6629100

This is my first attempt at doing pixel art. I watched a video of a guy with three names and he said that you should try to draw something with one color to make a good picture. I am lost as to how to make the side of the building have a shadow and what to do with the front opening. Maybe it can be a window, or an open door displaying wares to pedestrians.

>> No.6629145
File: 3 KB, 200x200, night-house.png [View same] [iqdb] [saucenao] [google]
6629145

>>6629100
Maybe you could add a third subtle color.
Nice concept idea about doing something in one color to make sure the design works. It makes total sense.

>> No.6629486

>>6629145
If he's sticking to one color he could dither in that region.

>> No.6629718
File: 3 KB, 200x200, night-house-dither.png [View same] [iqdb] [saucenao] [google]
6629718

>>6629486
You're a freaking genius man

>> No.6629826

>>6628092
So, what you're saying is, there is a ceiling?
I honestly just got into pixel art, former tradfag

>>6628061
> I think no-drawers who get into pixel art still need to have a good eye for shape, color, and storytelling.
Why cant I just say it's my "style" instead? I guess I can argue that for everything, but when you can create a character with a face that cant have more emotion that 4 blocks as a mouth, it feels disingenuous

>> No.6629912

>>6629826
>So, what you're saying is, there is a ceiling?
Yes, but it's not a bad thing. You can do something awesome if you reach that ceiling.
I also like to think about it, like, the concept of "blockchain". There's a maximum amount of combinations on that board full of pixels. At some point you won't be able to make it look any better, but to reach that point, you'll have to grind accordingly. The point is, pixel art offers you lots of measurement variables, it makes you believe that your skill can be measured. It's a weird feeling. Like you're playing a game, with numbered stats and stuff.

I don't know how it would go, jumping from trad to pixel. I went from trad to digital art and it was hard. Maybe pixel is easier, but I believe that you need the things that digital art gives you, to tackle pixel art as good as you can. Being able to do quick sketches on photoshop, build compositions, be good at drawing anything, it will make your pixel art experience much more easier and efficient.
In a video posted earlier the guy doing the pixel character animations, explains how he build the character animation first as a standard digital art piece, then, down size everything to build the pixel sprites pixel by pixel. It's a time consuming labour. I don't think you can do that directly from pixels with out a preliminar process, skecthing the character, building it, coloring it, doing animations, that's the core of the process. When all of that is good and solid, THEN you start the pixel building process. What I say is that maybe you shouldn't neglect the foundations of digital art, all of that will be as useful to you as much as the pixel process side.
>https://youtu.be/Ih65Kg4DTw8

>> No.6630274

>>6623974
Like the other anon said, it's all just planes. Enemies normally have sprites for different angles like how DOOM did it and they swap out the sprite depending on what angle the player is looking at them from. The weapon itself is just part of the 2D HUD. Theres some kitbashing program that makes all of this easy to do but I forget the name of it because this is already very simple to do in blender and whatever 2D art program you use.

>> No.6630647
File: 945 B, 130x160, Evergreen_5x.png [View same] [iqdb] [saucenao] [google]
6630647

Really interested in pixel art from the perspective of doing backgrounds and landscapes. Doesn't even have to be pixel art, but does anyone have any personal recommendations for nature based art?

>> No.6630666

>>6630647
I'd just saw this and it was good
>https://youtu.be/qNACGP98b6c

>> No.6630981

>>6629145
>>6629486
thanks guys

>> No.6631632
File: 1.09 MB, 498x340, 1581758658902.gif [View same] [iqdb] [saucenao] [google]
6631632

Is there any pixel art software the accounts for table pressure/sensitivity?

>> No.6631932
File: 1 KB, 320x320, 1682796140803.png [View same] [iqdb] [saucenao] [google]
6631932

>>6631632
Pro motion and asesprite can.

>> No.6631994
File: 1 KB, 320x320, 1682799656785.png [View same] [iqdb] [saucenao] [google]
6631994

After trying both, I think I do prefer aseprite.

>> No.6632209

>>6549253
soul soul soul

>> No.6633647

>>6549807
>Some old pixel art books

Please repost it anon.

>> No.6633747
File: 12 KB, 1075x915, pico8 testing 9 enlarged.png [View same] [iqdb] [saucenao] [google]
6633747

been a while. messing around with the pico8 secret palette

>> No.6634655
File: 87 KB, 1809x1048, oo3.png [View same] [iqdb] [saucenao] [google]
6634655

>>6633747
also why is the palette section on Aseprite so shit?
I just want to be able to arrange it the way I want, since the auto sort options are useless, but when I try it just keeps creating black spaces, and when I move one it'll slide another color somewhere else and often onto another row
just let me move my colors freely and save the order

>> No.6635267
File: 22 KB, 2072x1024, pico8 messing 4 enlarged22.png [View same] [iqdb] [saucenao] [google]
6635267

>>6634655
just bumping the thread

>> No.6635647
File: 34 KB, 1920x1280, tomatoadventure.png [View same] [iqdb] [saucenao] [google]
6635647

I’d love to see more pixel art that utilizes thick black outlines like picrel

>> No.6636138

>>6576442
>Those are 3D models that were traced over
So what
ALL of the pixel art that Capcom and SNK ever did even at their peek of 2D was pencil drawn and pixel traced over.
No one crys about it with NeoGeo KoF and SF3.
Most all Japanese pixel art was done this way. Only foolish westerners think that pixel art exists in some sort of weird vacuum.

>> No.6636256

>>6635647
Is this fanmade, now THIS is pixelart,

>>6629718
>>6629145
>>6629100
>>6609396
>>6591114
>>6586311
>>6580098


NOT this crap

>> No.6636298
File: 10 KB, 122x190, 1683057799123.png [View same] [iqdb] [saucenao] [google]
6636298

>>6591114
It's all about learning how to chisel away pixels. Just practice.

>> No.6637271

>>6607034
Nice leotard

socials?

>> No.6639839
File: 1.68 MB, 256x256, 4jz2js.gif [View same] [iqdb] [saucenao] [google]
6639839

bump

>> No.6640217
File: 33 KB, 1280x1152, gimmickland.png [View same] [iqdb] [saucenao] [google]
6640217

>>6635647
A shot from an earlier prototype of the game. I like both styles a lot.
>>6636256
It’s tomato adventure from alphadream who made mario&luigi spinoff games

>> No.6642042

bump

>> No.6642662
File: 5 KB, 665x574, just stuff pico enlarged.png [View same] [iqdb] [saucenao] [google]
6642662

>>6635267
idk what I'm doing but I'll keep the thread alive

>> No.6642772

>>6635647
Finally, somethin good.

>> No.6642811
File: 274 KB, 5760x5760, 32x32_Blokes.png [View same] [iqdb] [saucenao] [google]
6642811

>> No.6643105

>>6642662
I like the wooden barrel and the book, now make a cabinet of pixel curiosities... that's a nice idea, actually...

>> No.6643132

>>6642811
reminds me of Wario Land 3, nice

>> No.6645104
File: 42 KB, 500x616, Untitled_Artwork.jpg [View same] [iqdb] [saucenao] [google]
6645104

Trying to make my sprites more feminine, it's hard to draw curves in pixels... how did I do?

>> No.6645199
File: 3 KB, 500x616, colorchanges.png [View same] [iqdb] [saucenao] [google]
6645199

>>6645104
some color changes

>> No.6645205

>>6549246

Is this gif from Str**t F*ghter?

Cause I learned in the other thread that Street Fighter is gay, and Street Fighter appreciators are faggots, unlike Tekken appreciators who are chads and gentlemen.

>> No.6645248

>>6645205
it's Terry Bogard from the Fatal Fury series

>> No.6645260

>>6610342
This.
Execution is what makes or breaks it.

You can take even the most overused trope ever, but if the execution is masterful it will come out a masterpiece.
Ideas alone are worth shit, unless paired with good execution.

>> No.6645980

>>6645205
>Terry Bogard
>Gay
https://www.youtube.com/watch?v=SV6J5jlticg
Out of all the fighting game protagonists, he's the only one who canonically gets pussy.

>> No.6646021
File: 4 KB, 600x740, clothz.png [View same] [iqdb] [saucenao] [google]
6646021

>>6645199
with clothes

>> No.6646256
File: 28 KB, 95x99, 1681949508191782.png [View same] [iqdb] [saucenao] [google]
6646256

>>6582038
>>6582634
>>6598171
>>6621323
>>6623974
>>6633747
>>6634655
>>6635267
>>6635647
>>6639839
Which are real games & names.

>> No.6646269
File: 7 KB, 600x740, 000.png [View same] [iqdb] [saucenao] [google]
6646269

>>6645104
>>6645199
>>6646021
She is hot what's her name? Sorry did a lazy edit.

>> No.6646302
File: 156 KB, 640x612, dicks.png [View same] [iqdb] [saucenao] [google]
6646302

>>6621089
>>6616578

its not bad what you did. this has the potential to be really good, but just, can you make it less cartoony and maybe try like this?
You don't have to say everything in a story, sometimes what you DON'T see is more alluring. this allows for the audience to fill in the missing pieces.
You got it right with the model facing the crowd, now just make it elegant, more symmetrical, all to offset the weirdness of the pepes.
Its good, its not everyones cup of tea, but overall i like it.

>> No.6646519
File: 5 KB, 700x863, asdf.png [View same] [iqdb] [saucenao] [google]
6646519

>>6646269
Thanks fren, gonna call her Eve I think. She's the protagonist for a horror game I'm trying to make. Your edits make it look a lot better, I can see the definition of the bottom of the head especially is not clear and looks like a fat neck before your correction. What do you think about this one? (I want it a little more isometric too and yours is heads-on)

>> No.6646528
File: 86 KB, 640x400, IC Live Model Class.png [View same] [iqdb] [saucenao] [google]
6646528

>>6646302
HOT REFERENCE! Don't worry I totally get what you say. The thing is, I could add infinite figure references transfering the pictures as exact as possible, or I could just come up with some new out of the box crazy shit, which is fun to me. It's like choosing something already done, or get your hand in a mistery box and see what you get LOL! The second is very fun.
There you have the picture, sorry I didn't put to much attention to this one, there's a lot of limitations here as can see. You placed the model in a logic and correct distance perspective, I choose not to do that to keep the resolution size constant through out the picture series. Even if that ruins perspective. I need to put the model inside the 640x400 frame for a reason. My idea is to compile them all together in a flash swf like these ones I'm making now:
>>>/f/3494924
>>>/f/3494987
So I'll be doing one for the frog drawing life model class as well. To keep them all together. And because it's fucking awesome. I have to make some extra bacgrounds yet.

>> No.6646549

https://litter.catbox.moe/wfsl2n.png
Doing some undertale inspired sprites
Crit pls

>> No.6646562
File: 21 KB, 1592x1776, koebni 400.png [View same] [iqdb] [saucenao] [google]
6646562

>> No.6646565

>>6646549
MY favorite from the bunch is the first, Chucky Doll

>> No.6646631
File: 157 KB, 1252x817, 99437.png [View same] [iqdb] [saucenao] [google]
6646631

>>6646256
First image: Lua(developer: Interheart)

>> No.6647395
File: 612 KB, 1000x906, pokeball 2.gif [View same] [iqdb] [saucenao] [google]
6647395

not technically pixel art but it's somewhat related due to pixel texturing, and I could render it out to be pixelated anyway
followed this tutorial, seems like a good tool, essentially blender but designed around low poly modelling

https://youtu.be/GukhptdHlPk

>> No.6647397
File: 543 KB, 932x665, pokeball pixelated.gif [View same] [iqdb] [saucenao] [google]
6647397

>>6647395

>> No.6647701

>>6647395
>>6647397
MAN THESE ARE COOL! Blender to me is like trying to read chinese, I'll check this

>> No.6648687
File: 1.27 MB, 921x773, truck gif.gif [View same] [iqdb] [saucenao] [google]
6648687

>>6647701
yeah fuck blender

>> No.6648688
File: 1.21 MB, 921x773, truck gif pixelated.gif [View same] [iqdb] [saucenao] [google]
6648688

>>6648687

>> No.6648745

>>6647395
How does this compare to pico cad?

>> No.6648754

>>6648745
I only used pico a bit, but pico is way more limited, and to me it was a lot harder to use in large part due to the interface

>> No.6648865

>>6648687
The state of 3Dlets... still fun work though

>> No.6651672

zump

>> No.6651855

>>6621323
>another FUCKING blood nation

>> No.6653487
File: 73 KB, 2560x2560, Bonbaman-1.png [View same] [iqdb] [saucenao] [google]
6653487

I like making a bomberman sprite every now and then.

>> No.6654308
File: 6 KB, 500x650, 3sides.png [View same] [iqdb] [saucenao] [google]
6654308

Having trouble with the side view... any feedback would be appreciated

>> No.6654568
File: 2 KB, 400x493, side2.png [View same] [iqdb] [saucenao] [google]
6654568

>>6654308
Trying to fix side view, is this better?

>> No.6654574

>>6654568
Instead of asking for generic feedback, get some refs you like and study them.

>> No.6654577

>>6654574
What makes you think I haven't?

>> No.6655909
File: 1 KB, 180x190, e45345.gif [View same] [iqdb] [saucenao] [google]
6655909

I swear to God my brain just doesn't fucking work
I've been trying to create an extremely simple 2-frame run cycle for this piece of shit and it just never looks good

>> No.6655910
File: 952 KB, 2264x1277, 7asdre.png [View same] [iqdb] [saucenao] [google]
6655910

>>6655909
I've been studying how this guy does his, pic related, but it's just never the same
FUCK

>> No.6656188
File: 7 KB, 320x140, egg walk.gif [View same] [iqdb] [saucenao] [google]
6656188

>>6655910
just fucking kill me lads

>> No.6656193

>>6656188
LMAO! Atleast is funny.
What if the egg stretches as well, so it doesn't look like a solid rock. Maybe that could smooth the thing a little

>> No.6656238
File: 58 KB, 2560x2560, Peco 2.png [View same] [iqdb] [saucenao] [google]
6656238

Made a sprite based off Nelnal's OC, Peco

>> No.6656240
File: 87 KB, 1080x1080, f13c8d5768884fda8ed1d3e115ebe148.jpg [View same] [iqdb] [saucenao] [google]
6656240

>>6656238
Here's the original image:

>> No.6656340
File: 5 KB, 1090x410, monsters enlarged.png [View same] [iqdb] [saucenao] [google]
6656340

>>6656193
eh fuck it, going back to just static simple stuff, animation filters me hard

>>6656238
>>6653487
nice

>> No.6656446
File: 28 KB, 400x301, 104niners.png [View same] [iqdb] [saucenao] [google]
6656446

left or right?

>> No.6656447

>>6656446
Right

>> No.6656545

>>6656446
Left.

>> No.6656546

>>6656446
*I like the hair on he right with the blue half tones, but don't like the shirt color. So that's why I prefer left.

>> No.6657021

>>6656446
>>6646528
how is this pixel art

>> No.6657119

>>6657021
Dithering

>> No.6657300

>>6657119
where's the dithering in >>6656446

>> No.6657307

>>6657300
Ears, but I agree that isn't pixel art. Just an oil painting downscaled to a lower resolution.

>> No.6657614

Here's the full rip of Dottoe Kyoshitsu, a book collection of pixel art sprites and tips.
https://mega.nz/folder/eREXlDAR#qO9muBWeMjLQPda_1-39IQ

>> No.6657807
File: 208 KB, 206x300, 104aiahusb.gif [View same] [iqdb] [saucenao] [google]
6657807

>>6656546
well, i try to combine them
>>6657021
>>6657307
Man who cares. Pixelart is already a pretty dubious term, if i was painting normally, i sure as hell would not have pick a canvas of 300px, or limit myself to 10 colors.

I just tend to tag it corresponding to the software i use, if i did on pixelorama is pixelart if i used krita is just a normal drawing

>> No.6657929

>>6657614
Oh wow, this is very good, thank you anon

>> No.6658089

Shit thread

>> No.6658127

>>6656446
>>6657807
not pixel art, GTFO