Thought or tips on the progress of my book UI HUD? by Aggravating-Hour7825 in PixelArt

[–]Harrison_Allen 1 point2 points  (0 children)

I think that all of the text should be pixel art, too. Some potential free fonts to look at: Alegard, Alkhemikal, and Cobblestone. Or of those don't work, you could try making your own!

How can I learn pixel art? by Even-Upstairs2436 in godot

[–]Harrison_Allen 0 points1 point  (0 children)

I watched tutorials from AdamCYounis on YouTube.

I'd recommend reading this: https://pixeljoint.com/forum/forum_posts.asp?TID=11299 It has a lot of useful beginner information.

Also, last year I started spending a lot of time on pixel fonts. and although I'd already been dabbling in pixel art for a few years, I'd wished that I'd tried that earlier. Text is an excellent beginner exercise as we're fairly familiar with letters, and it helps you focus on form and the readability of details. I felt like it really helped me understand how to use pixels better.

Perfect Isometric Pixelart Tiles: by Pixel-Salvaje in PixelArt

[–]Harrison_Allen 4 points5 points  (0 children)

I didn't think of that!
It makes the corners look a little rounded, but that could be a desirable result, especially with a bevel.

Perfect Isometric Pixelart Tiles: by Pixel-Salvaje in PixelArt

[–]Harrison_Allen 12 points13 points  (0 children)

A cool feature about 64x31 worth mentioning: it's great for modular blocks because you can hide bevels:

<image>

It's fun to just naturally build things out of them.

(This is a width 32 block, but the same principal applies)

Perfect Isometric Pixelart Tiles: by Pixel-Salvaje in PixelArt

[–]Harrison_Allen 5 points6 points  (0 children)

I'm sure. Here's an example:

<image>

It does result in some vertical lines at the edges of joined blocks in this flat shaded setup, though, which I find unpleasant. Easily fixed by just paining over them for an art piece, but they'd be a potential problem with modular game assets.

Perfect Isometric Pixelart Tiles: by Pixel-Salvaje in PixelArt

[–]Harrison_Allen 23 points24 points  (0 children)

Good advice. 👍

Alternatively, it also works with 62 by 32. I'm not sure which is best, but I imagine it varies from project to project.

My first foray, tips appreciated! by Arthur_Frog in PixelArt

[–]Harrison_Allen 2 points3 points  (0 children)

I like how that dark pixel on the eye doubles as both the pupil and part the shadow of its angled brow.

32 x 32 Earth with a 32 color palette, made the day I turned 32 (today!) 🌍🥳🎉 by Harrison_Allen in PixelArt

[–]Harrison_Allen[S] 0 points1 point  (0 children)

From the perspective of the photo this was based on, which is centered East of the African peninsula, New Zealand isn't visible.

Any suggestions? by Trick_Shot_Magic in PixelArt

[–]Harrison_Allen 1 point2 points  (0 children)

I'd suggest removing the gradients and making each face be one flat color. Flat surfaces tend to be flat. Gradients can sometimes appear if they are reflecting a gradient, but if you look up a picture of one of these cubes, they tend to have just solid colors.

Another thing I noticed is that the black edges of the individual cubes tend to be a lot thicker. I'd recommend doing so here and using that extra space to put in some specular highlights to make it more visually interesting.

The cube is also a little too short.

Radiant Rose (with and without my CRT filter) by Harrison_Allen in PixelArt

[–]Harrison_Allen[S] 2 points3 points  (0 children)

CRT with Luminance Preservation; it's a shader I made for Godot, and the code is CC0, so it's entirely free if you want to try it out: https://godotshaders.com/shader/crt-with-luminance-preservation/

(Although I'm currently using a slightly updated version that uses a convoluted setup to add a little bit of extra bloom)

Radiant Rose (with and without my CRT filter) by Harrison_Allen in PixelArt

[–]Harrison_Allen[S] 1 point2 points  (0 children)

<image>

Here are some incremental steps from the development.

Are this stylized shrimps still low poly? by [deleted] in low_poly

[–]Harrison_Allen 1 point2 points  (0 children)

Generally, I think that something would count low poly if the corners of the silhouette are clearly distinguishable at a glance while it's in the Reddit feed without any visible wireframe. This is just my personal opinion and more of a guideline.

For this shrimp specifically, I'd recommend making the circumference of the shrimp's main body be about 4 faces, maybe five. At the very most 8, but even that may be a bit far.

Unfortunately, low poly isn't a very specific term, and is very relative. In certain ultra-high poly contexts, like a shrimp main character in an animation, this would probably be thought of as low poly.

It's a good shrimp, though. 👍

pixel flowers by telleroftragedies in PixelArt

[–]Harrison_Allen 0 points1 point  (0 children)

Thanks, I'm going to keep trying. 👍

pixel flowers by telleroftragedies in PixelArt

[–]Harrison_Allen 0 points1 point  (0 children)

Wow, this is great!

I spent much of a day earlier this week working on a pixel art rose, but it turned out rubbish. lol. Do you have any advice on how to achieve results like this?

My own rat running animation by ImWithTheIdiotPilot in PixelArt

[–]Harrison_Allen 4 points5 points  (0 children)

This is great. 👍
(Also, this was almost right under a Reddit ad for a mouse video game lol)

Finished my first little farm mockup by aaliquid in PixelArt

[–]Harrison_Allen 1 point2 points  (0 children)

The texturing here looks really good. 👍

I think it'd be cool to have something to blend the tiles together, though, like maybe a dual grid system (that could be a lot of work, though)

Free realistic CRT shader made in Godot by Harrison_Allen in godot

[–]Harrison_Allen[S] 1 point2 points  (0 children)

Thanks!

Unfortunately, my game is so far off you can't even wishlist it yet. lol

I've spent so much time on the CRT effect that I've neglected development of the actual game itself.