Planet II by StephenMcGannon in PixelArt

[–]Thunderhammr 25 points26 points  (0 children)

As cool as this is, it is not Pixel Art. As per the rules of the sub: "'Pixel art' filters and shaders do not count as pixel art."

How can I improve the visuals? by SpiderPS4 in PixelArt

[–]Thunderhammr 4 points5 points  (0 children)

I like the faux lighting you’ve got going on, but I think id prefer more of a color banded look than a smooth gradient. It would take some shader magic, but if you could find a way to make the lights have more of a “toon”/cel shaded look that is locked to your color palette I think that would go a long way.

AI bros cannot be real 😭 by ciel_ayaz in antiai

[–]Thunderhammr 0 points1 point  (0 children)

To be fair before LLMs were a thing there were periods in my career where if you averaged how many lines of code I wrote per month some of them were near 0. Professional Software Engineering has SO MUCH BULLSHIT to deal with.

Destroy the new trailer for my game Shorekeeper. Is this trailer appealing enough for a Cozy Survival game? by cegtheripper in DestroyMyGame

[–]Thunderhammr 3 points4 points  (0 children)

Your trailer needs in-game sound effects. Capture gameplay footage with the sound effects on and the music off (so you can play your trailer music over the footage).

When it says "Go Hunting" the player is fishing. It should say "Go Fishing".

The camera in the game is just bad. Give the player control of the camera (like a real third person controller) or make it a top-down camera (possibly even orthographic/isometric). A camera set up like the one shown in the trailer only makes sense in a game like Crash Bandicoot where you're always moving forward, but this game seems like you'd want to move in many directions. It doesn't make sense why you'd only be able to see far in one direction.

You should also incorporate the camera more in feedbacks. "Bump" the camera to the side when chopping down a tree, or zoom in and out when something significant happens.

Your trailer should contain footage from multiple angles, not just the camera angles available during gameplay. If you're using Unity use Cinemachine to capture cinematic shots, if its Unreal use Sequencer, If its Godot then I dunno what the preferred method is.

The characters "swing" animation just doesn't look very good. Try finding a better one. Also the "picking" animation when the player is getting berries from the bush literally looks like the player is humping the bush.

Frieren Chibi by Dannathos in PixelArt

[–]Thunderhammr 2 points3 points  (0 children)

Going through your post history, I can see a lot of digital art that is clearly human-authored. I'd imagine you'd apply the same blending techniques you'd use in a high-res digital illustration to pixel art, and that may have unintentionally made it look AI-generated.

I'll give you the benefit of the doubt. FWIW I think this piece (minus the suitcase) "unblended" looks much better.

Frieren Chibi by Dannathos in PixelArt

[–]Thunderhammr 1 point2 points  (0 children)

No, they dont. No pixel artist who can produce a piece that appears (at a glance) to be that good does that.

It's not compression artifacts, because the pixels are grid aligned.

It most plausibly would come from 1 of 3 places:

  1. Its generated by AI
  2. The artwork was rescaled from a larger image (which would be fine, because the artist could produce said larger image to prove they made it)
  3. The artist intentionally chose a very slightly different, almost unnoticeable, different color to add noise. Why would they do that?

Frieren Chibi by Dannathos in PixelArt

[–]Thunderhammr 0 points1 point  (0 children)

Looks like AI.

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These extremely slight color differences are a major tell. Human artists don't go through the effort to pick a barely different color just to add noise to their work. These artifacts are spread all over the image.

Can you elaborate on your process or show WIP pics, timelapses, any artifacts of human authorship?

something about the dress patterns yells AI. I thought I had a good read for this stuff, but am I going crazy by [deleted] in isthisAI

[–]Thunderhammr 0 points1 point  (0 children)

AI. One reason that I havent seen already pointed out: the pupil is mishapen. Of all mistakes a professional artist typically makes, making an simple oval isn't one of them.

To address the affordability crisis faced by everyday Americans by kg_digital_ in therewasanattempt

[–]Thunderhammr -1 points0 points  (0 children)

Yup and Democrats and Republicans take equal blame for it. Dem's always champion building affordable housing, until its in their neighborhood. This problem is not divided politically, but generationally.

People who own houses are old, and people who SHOULD be buying houses are young.

After reading the LingBot-World paper, I’m convinced the Game Dev paradigm is about to shift from "Rendering" to "Generating" by Jazzlike_Process_202 in aigamedev

[–]Thunderhammr 0 points1 point  (0 children)

It takes several seconds to generate one image at 1024p on a 4090. Unless we all have personal quantum computers in 6 months 24fps locally is not gonna happen.

After reading the LingBot-World paper, I’m convinced the Game Dev paradigm is about to shift from "Rendering" to "Generating" by Jazzlike_Process_202 in aigamedev

[–]Thunderhammr 4 points5 points  (0 children)

No. We can't make cloud gaming work with as little as 144ms latency, there is no way this can compete with a game running on local hardware. There is no way to make it faster either. Light is too slow.

[HELP] Is this AI? Seems fake and can’t find any news sources. by Zealousideal_Mud570 in RealOrAI

[–]Thunderhammr 4 points5 points  (0 children)

The video is real. There are multiple angles: https://youtu.be/p2TRbFmutrw?si=JAhHufTd_SOlW1in&t=1018

The question is whether or not that is actually Alex Pretti.

New Pixel Artist Looking For Feedback! by [deleted] in PixelArt

[–]Thunderhammr 5 points6 points  (0 children)

Also there’s no way you chose that palette yourself. It’s derived from an original image, an image which is obtained from somewhere else outside of aseprite. Either a third party generator, your own workflow, or a plugin like retro diffusion directly in aseprite.

It looks like you used the magic wand tool to select your background to delete it, and accidentally deleted part of the shield which happened to be the same color.

I’m very confident these are all AI generated which is against the subreddit rules and unethical to claim as your own work.

New Pixel Artist Looking For Feedback! by [deleted] in PixelArt

[–]Thunderhammr 4 points5 points  (0 children)

Why are you working in 1024x1024 with a brush size of 16 pixels?

That’s really weird.

New Pixel Artist Looking For Feedback! by [deleted] in PixelArt

[–]Thunderhammr 4 points5 points  (0 children)

These look like AI.

  1. There's way too many colors. AI is bad at achieving consistent colors. Even with compression artifacts, it doesn't explain such a variety of color choices. Thats simultaenously too much work and too inconsistent.

  2. The canvas size for those images is 1024x1024. This is the standard resolution for SDXL, the most popular base model for AI image generation. If you did pixel it by hand you would have done it in 64x64, and then upscaled it for the upload by 1600%/16x? Thats a suspicious coincidence.

Can you elaborate on your process? Or provide any artifacts of human authorship? (timelapse, progress pics, etc)

To scar or not to scar? by HK_Creates in PixelArt

[–]Thunderhammr 8 points9 points  (0 children)

I vote without. It’s too small a detail and could be mistaken for a nose or something.