| |
Carrion
Registered: Feb 2009 Posts: 317 |
Who needs Timanthes anywy.
First of all... Timanthes rules it's a great tool.
... but lately I started to use a method/process using Photoshop to achieve 8bit pixel art. The technique gives you control over everything from dithering to color rams plus all PS tools/filters.
IMHO the results are amazing. I think It could be a ultimate converting tool or more precisely a great tool for prototyping/sketching.
The only problem for demoscene could be that results are IMO so good it's hard to tell if it's wired or not.
Take a look:
http://crrnpixels.tumblr.com/post/89843863323/using-photoshop-f..
To convert picture made by Made it took me 10 minutes.
more examples here
http://crrnpixels.tumblr.com/
Please keep in mind that in the examples on the blog no single pixel was put by me. All magic was done by Photoshop.
In next few days I'll post more on my blog describing the method itself. |
|
... 45 posts hidden. Click here to view all posts.... |
| |
Mr. SID
Registered: Jan 2003 Posts: 424 |
Perfectly understandable.
But I have very little patience when creating graphics, placing lots of pixels manually might be therapeutic for some, but it's frustrating for me, because I often enough have to redo large parts after seeing the result and the dithering is just a little bit off. I hate that.
So I'm all for tools that accelerate a somewhat mechanic process. I also prefer to auto-generate speedcode, and would never type in long lists of LDA/STA by hand, but some people did that too.
This will have very little impact on the C64 scene anyway, but in other areas (retro iPhone games) it can mean that someone can create rather good looking pixel-art in minutes instead of hours now. |
| |
Carrion
Registered: Feb 2009 Posts: 317 |
Quoting Mr. SID
This will have very little impact on the C64 scene anyway, but in other areas (retro iPhone games) it can mean that someone can create rather good looking pixel-art in minutes instead of hours now.
and that's Exactly why I started to look at this method. I needed to streamline the process of creating "pseudo pixel art" for my mobile games.
and again this is not to replace pixeling. it's to speed up the sketching and starting quick with your idea for next c64 pixel art. after all you have to come back to timanthes or P1 and fix color slashes ;) |
| |
Bitbreaker
Registered: Oct 2002 Posts: 504 |
Quote: So which one does look more hand-pixeled?
Oh, btw:
:)
none of all, that's the sad thing. I expect nothing less however, until i see a bunch of really convincing worksteps.
Also that approach sounds close to what i implemented into mufflon: taking colors and seperate then into hue brightness and saturation. The hue and saturation then determines what gradient to choose, including ditherpatterns of 25/75 50/50 75/25. The brightness determines the index into the gradient, and voila, things look pretty c64ish, however still not handpixelled as they look simply too perfect in little details, and as they lack glitches in lighting, perspective and whatever makes drawing exciting. |
| |
Oswald
Registered: Apr 2002 Posts: 5086 |
Bitbreaker, thats what Timanthes does (and I copyied it into p1)
It would be interesting to experiment with Joe's 136 colors, what if the gradients would be built from those ? :) |
| |
algorithm
Registered: May 2002 Posts: 705 |
What is really needed for users that use the pc to pixel is accurate crt/pal emulation that takes into account black bleed and blooming. What may look great on the pc would look not too good on the pc |
| |
algorithm
Registered: May 2002 Posts: 705 |
Meant c64 :-). |
| |
Bitbreaker
Registered: Oct 2002 Posts: 504 |
Same goes for a correct pixel aspect ratio :-( |
| |
Carrion
Registered: Feb 2009 Posts: 317 |
in PS you can define your own pixel aspect ratio
btw: in meantime added 2 new pics from Lazur and Ra converted to +4 |
| |
Digger
Registered: Mar 2005 Posts: 427 |
Additional useful thing here is you can open two (or more) instances of the same pic in PS (with different zoom ratios) and have them on the screen at the same time. No need to zoom in/out while pixelling.
This technique gives you the artistic freedom that was always missing on C64.
For example if you decided to "lighten" a part of your pic, you had to hand re-pixel it what a waste of time. Or perhaps you could remap the colours but how efficient this might be.
Let's hope this will pump C64 gfx to a different level Archmage, Dane, CRRN, Veto, Valsary I am looking at you, perhaps even JSL would anti-alias his pictures now ;-) |
| |
Carrion
Registered: Feb 2009 Posts: 317 |
and speaking about highlight/shadows take a look at this flick
https://www.youtube.com/watch?v=e734I3rXtv0
I talk about highlights at 4:12 |
Previous - 1 | 2 | 3 | 4 | 5 | 6 - Next |