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-   -   Showcase of Stuff (https://www.graalians.com/forums/showthread.php?t=8717)

MattGraal 07-24-2012 04:47 AM

Quote:

Posted by Higbey (Post 166744)
I like that I've progress to the point where I am a new separate category for jerks.

Your awesome yet cruel :o

Chaotic 07-24-2012 04:51 AM

Quote:

Posted by MattGraal (Post 166745)
Your awesome

I own an awesome too

MattGraal 07-24-2012 04:54 AM

Quote:

Posted by Chaotic (Post 166748)
Matt wanna see my magic wand and you show me your chamber of secrets?

Wtf! Are you kidding me?

Dusty 07-24-2012 05:12 AM

A key point in "upscaling"(ps you're using the terms 8bit and 16bit incorrectly here. Xbit refers to the amount of colors in the image[or more accurately, the palette]. 1bit would be 2 colors, 2bit is 4colors, 4bit is 16 colors and so on. It has nothing to do with resolution) is to somewhat reinterpret what little visual information there is into something more detailed. But more importantly you have to maintain the readability of at least the original -- you don't want to LOSE readability. I fear what has happened here is that in the process up upscaling the image you didn't interpret the information that was there, and thus it's hard for us, the viewer, to process.

For example, say you have a very lower resolution sprite. Low resolutions mean low visual data to work with and more importantly a skewed sense of scale. A single pixel can be used to represent everything from an entire eye, to a leaf or a button. However, when you upscale suddenly that single pixel can now be scaled up to 2x2(or 4) pixels to work with. That single dot representing an eye can now be fleshed out to resemble a more detail eye. But if you take that single pixel that's supposed to be a leaf, and just upscale it as an even larger cluster, it starts to look less like a leaf and more like a cluster of pixels. The scale has thrown everything off.

This relates to your pillar mostly. While I can vaguely make out things like brick layouts and such, I have to put effort into trying to figure out what I'm looking at. Now, don't take that as "that doesn't look like a pillar!" but that even a slight microsecond of further evaluation of a graphic is a huge difference when you're playing a game -- graphic readability in a video game is of the upmost importance.

So ya, take a step back, look at what you're upscaling, interpret what the original pixels are trying to portray and approach it with that newfound knowledge. Is that pixel supposed to be a crack in the brick or is it just noise? These things make a huge difference in pixelart.

MattGraal 07-24-2012 05:17 AM

http://dustyshouri.dreamhosters.com/.../noobsig_3.png

Healy 07-24-2012 05:30 AM

Quote:

Posted by Dusty (Post 166754)
A key point in "upscaling"(ps you're using the terms 8bit and 16bit incorrectly here. Xbit refers to the amount of colors in the image[or more accurately, the palette]. 1bit would be 2 colors, 2bit is 4colors, 4bit is 16 colors and so on. It has nothing to do with resolution) is to somewhat reinterpret what little visual information there is into something more detailed. But more importantly you have to maintain the readability of at least the original -- you don't want to LOSE readability. I fear what has happened here is that in the process up upscaling the image you didn't interpret the information that was there, and thus it's hard for us, the viewer, to process.

For example, say you have a very lower resolution sprite. Low resolutions mean low visual data to work with and more importantly a skewed sense of scale. A single pixel can be used to represent everything from an entire eye, to a leaf or a button. However, when you upscale suddenly that single pixel can now be scaled up to 2x2(or 4) pixels to work with. That single dot representing an eye can now be fleshed out to resemble a more detail eye. But if you take that single pixel that's supposed to be a leaf, and just upscale it as an even larger cluster, it starts to look less like a leaf and more like a cluster of pixels. The scale has thrown everything off.

This relates to your pillar mostly. While I can vaguely make out things like brick layouts and such, I have to put effort into trying to figure out what I'm looking at. Now, don't take that as "that doesn't look like a pillar!" but that even a slight microsecond of further evaluation of a graphic is a huge difference when you're playing a game -- graphic readability in a video game is of the upmost importance.

So ya, take a step back, look at what you're upscaling, interpret what the original pixels are trying to portray and approach it with that newfound knowledge. Is that pixel supposed to be a crack in the brick or is it just noise? These things make a huge difference in pixelart.

Thanks, that really helped put things into perspective.

Higbey 07-24-2012 05:53 AM

Quote:

Posted by Dusty
A key point in "upscaling"(ps you're using the terms 8bit and 16bit incorrectly here. Xbit refers to the amount of colors in the image[or more accurately, the palette]. 1bit would be 2 colors, 2bit is 4colors, 4bit is 16 colors and so on. It has nothing to do with resolution) is to somewhat reinterpret what little visual information there is into something more detailed. But more importantly you have to maintain the readability of at least the original -- you don't want to LOSE readability. I fear what has happened here is that in the process up upscaling the image you didn't interpret the information that was there, and thus it's hard for us, the viewer, to process.

For example, say you have a very lower resolution sprite. Low resolutions mean low visual data to work with and more importantly a skewed sense of scale. A single pixel can be used to represent everything from an entire eye, to a leaf or a button. However, when you upscale suddenly that single pixel can now be scaled up to 2x2(or 4) pixels to work with. That single dot representing an eye can now be fleshed out to resemble a more detail eye. But if you take that single pixel that's supposed to be a leaf, and just upscale it as an even larger cluster, it starts to look less like a leaf and more like a cluster of pixels. The scale has thrown everything off.

This relates to your pillar mostly. While I can vaguely make out things like brick layouts and such, I have to put effort into trying to figure out what I'm looking at. Now, don't take that as "that doesn't look like a pillar!" but that even a slight microsecond of further evaluation of a graphic is a huge difference when you're playing a game -- graphic readability in a video game is of the upmost importance.

So ya, take a step back, look at what you're upscaling, interpret what the original pixels are trying to portray and approach it with that newfound knowledge. Is that pixel supposed to be a crack in the brick or is it just noise? These things make a huge difference in pixelart.


Teach us what you know wise man *-*

Cat612 07-24-2012 06:04 AM

Quote:

Posted by MattGraal (Post 166642)
Healy do not worry ... Everyone in this forum is either a jerk or Higbey.

Made me laugh out loud

Higbey 07-24-2012 06:22 AM

I'm just waiting for the day someone uses it as a insult, "you are such a Higbey!

Healy 07-24-2012 06:33 AM

http://i47.tinypic.com/sls079.png
this was really hard to do. 16 bit cherub inspired by dusty's stylin haircut in his avatar. really took me like 20 minutes to get everything like lookin decent

Chaotic 07-26-2012 06:56 AM

Quote:

Posted by MattGraal (Post 166745)
Your awesome

Proper grammar is the difference between knowing your s*** and knowing you're s***.

Healy 08-07-2012 02:39 AM

http://soundcloud.com/nibb-x-jmac

Healy 08-17-2012 11:31 PM

Added a **** ton of new music to that soundcloud.

Psycher! 08-17-2012 11:35 PM

Quote:

Posted by Healy (Post 175441)

What do you use to make your music? Also, I followed you on SoundCloud. ^-^

Healy 08-17-2012 11:44 PM

Quote:

Posted by Psycher!

What do you use to make your music? Also, I followed you on SoundCloud. ^-^

FL. And thanks :)


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