I actually missed that Sara has a unique tunic; I'll adapt that to the updated bodies and add to the generator. Everything else is due to simple mistakes with file names and such; should also be easy to fix.
Please let us know if you notice any other issues!
Yes, when you are ready to share, click the "Submit Art" button and upload your new image; for each image you used, you need to provide credit (list the URL, name of the artist, what license(s) the art was provided under---you can find this on the left-hand side of the submission page, and the title of the artwork). You can provide credit as a .txt file (this is what I usually do), or you can provide this information in the "Copyright/Attribution Notice" section. You can see some examples on my profile of how I credit different works that went into my submissions. See https://opengameart.org/content/faq#q-how-to-credit for more details about crediting, and feel free to ask here if you have more specific questions.
As for your pixel art, you're off to a nice start---I like the latticework!
I'd suggest you check out the LPC style guide if you haven't already---there are some good tips in there on perspective and light source that will be helpful to you: https://lpc.opengameart.org/static/LPC-Style-Guide/build/styleguide.html . There are also some general purpose pixel art tutorials linked at the bottom there that you might review.
The two things that stand out stylistically to me: 1) the roof and the stone quoins from Roots' submission have much thicker outlines and more noise than the other tiles. I would suggest reducing the width of the black outlines until they are closer to 1px. Also get rid of some of the "noise"---try to make the blocks of the quoins each a solid color, then add more detail bit-by-bit. 2) the light source, which should be above, in front, and slightly to the left, is not consistent. The right side of the gable roof should be slightly darker. I also would expect the front-facing roof to be somewhat lighter, or at least not much darker than the left-side of the gable.
Additionally, I notice if you zoom in, that the timber-framing of the front of the house is blurry. This is usually caused by scaling or rotating pixel art using a tool like GIMP, which will use bilinear filtering or similar method to interpolate images. For pixel art, you don't want this---if you must scale, always use "nearest neighbor" interpolation or similar, then manually clean up the results.
3. You can find the license for any art on this website by looking at the left-hand side of the submission page; for example the license for https://opengameart.org/content/lpc-hand-tools is "Creative Commons Attribution-ShareAlike 3.0 Unported" (or "CC BY-SA 3.0", for short). If you click on the license name, you can find a description of what the license allows/requires. You can also find that information here https://opengameart.org/content/faq#q-proprietary . If there are multiple licenses listed for a given asset, you can pick any of the licenses listed to follow.
Check out the rest of the FAQ here https://opengameart.org/content/faq , it will answer many of your questions. If you still have specific licensing questions about one of my assets, please post a comment on the submission page for that asset. If you have general questions about licenses, what they mean, what you need to do to follow them, etc., please make a post in the forums here https://opengameart.org/forums/general-discussion .
Looks great overall, by the way! Nice work, these would be great to have in the collection! Let me know if you need/want help placing them on the spritesheets.
Some suggestions... (didn't edit the first hat, that one looks great). My edits CC0.
- For straw, tried to add a more deliberate texture pattern but also emphasize the light source more strongly. Also made the bow strap thing slighly less straight
- For pointy hat, applied some band compression, could probably use a bit more work
- For bow, I'd recommend outlining the whole thing (see my edit). Outlines (including internal outlines in many cases) should be the default for any LPC in my opinion; it helps give the object more definition and makes it feel less flat.
You may want to read about banding and band compression; that would help the turtle's shell look more natural. Here is an extremely quick and overly aggressive demonstration. You can fill that open space with a pattern for better results.
Thanks bzt, glad we agree on most points. Again, I'll comment more on the substance a bit later. I take it this is the repo you are committing to? It's helpful to be able to track changes as they happen. https://gitlab.com/bztsrc/lpc-cert
Hey, thanks for pointing out these issues. We missed some of these in the process of the recent massive clothing refactoring https://opengameart.org/content/lpc-clothing-updates .
I actually missed that Sara has a unique tunic; I'll adapt that to the updated bodies and add to the generator. Everything else is due to simple mistakes with file names and such; should also be easy to fix.
Please let us know if you notice any other issues!
Hi, could you bump this asset? I added an animated cannon (thanks castelonia!): https://opengameart.org/content/lpc-siege-weapons
11:56 UTC for me!
Welcome and thanks for contributing!
Yes, when you are ready to share, click the "Submit Art" button and upload your new image; for each image you used, you need to provide credit (list the URL, name of the artist, what license(s) the art was provided under---you can find this on the left-hand side of the submission page, and the title of the artwork). You can provide credit as a .txt file (this is what I usually do), or you can provide this information in the "Copyright/Attribution Notice" section. You can see some examples on my profile of how I credit different works that went into my submissions. See https://opengameart.org/content/faq#q-how-to-credit for more details about crediting, and feel free to ask here if you have more specific questions.
As for your pixel art, you're off to a nice start---I like the latticework!
I'd suggest you check out the LPC style guide if you haven't already---there are some good tips in there on perspective and light source that will be helpful to you: https://lpc.opengameart.org/static/LPC-Style-Guide/build/styleguide.html . There are also some general purpose pixel art tutorials linked at the bottom there that you might review.
The two things that stand out stylistically to me: 1) the roof and the stone quoins from Roots' submission have much thicker outlines and more noise than the other tiles. I would suggest reducing the width of the black outlines until they are closer to 1px. Also get rid of some of the "noise"---try to make the blocks of the quoins each a solid color, then add more detail bit-by-bit. 2) the light source, which should be above, in front, and slightly to the left, is not consistent. The right side of the gable roof should be slightly darker. I also would expect the front-facing roof to be somewhat lighter, or at least not much darker than the left-side of the gable.
Additionally, I notice if you zoom in, that the timber-framing of the front of the house is blurry. This is usually caused by scaling or rotating pixel art using a tool like GIMP, which will use bilinear filtering or similar method to interpolate images. For pixel art, you don't want this---if you must scale, always use "nearest neighbor" interpolation or similar, then manually clean up the results.
Good luck!
Hi MendongGkewadCarlos -
Glad you like the art!
1. Art that only appears in this forum thread https://opengameart.org/forumtopic/bluecarrot16s-wip-lpc-tilesetscollect... is unfinished; please do not use it. In general, art that only appears on the forums (https://opengameart.org/forumtopic/*) is not necessarily free to use.
2. All other art on this website https://opengameart.org/content/* is free to use. See https://opengameart.org/content/faq#q-how-to-credit for details. Once my art is finished, I will upload it as a submssion and it will appear on my profile https://opengameart.org/users/bluecarrot16 ; all art on that page is free to use in any game, commercial or otherwise, as long as your follow the other rules of the license for each piece of artwork.
3. You can find the license for any art on this website by looking at the left-hand side of the submission page; for example the license for https://opengameart.org/content/lpc-hand-tools is "Creative Commons Attribution-ShareAlike 3.0 Unported" (or "CC BY-SA 3.0", for short). If you click on the license name, you can find a description of what the license allows/requires. You can also find that information here https://opengameart.org/content/faq#q-proprietary . If there are multiple licenses listed for a given asset, you can pick any of the licenses listed to follow.
Check out the rest of the FAQ here https://opengameart.org/content/faq , it will answer many of your questions. If you still have specific licensing questions about one of my assets, please post a comment on the submission page for that asset. If you have general questions about licenses, what they mean, what you need to do to follow them, etc., please make a post in the forums here https://opengameart.org/forums/general-discussion .
Good luck!
Headbands and antlers look nice!
And yes, that is what I had in mind! Just let me know if I can be of any help.
Looks great overall, by the way! Nice work, these would be great to have in the collection! Let me know if you need/want help placing them on the spritesheets.
Some suggestions... (didn't edit the first hat, that one looks great). My edits CC0.
- For straw, tried to add a more deliberate texture pattern but also emphasize the light source more strongly. Also made the bow strap thing slighly less straight
- For pointy hat, applied some band compression, could probably use a bit more work
- For bow, I'd recommend outlining the whole thing (see my edit). Outlines (including internal outlines in many cases) should be the default for any LPC in my opinion; it helps give the object more definition and makes it feel less flat.
Looks great; what a neat concept!
You may want to read about banding and band compression; that would help the turtle's shell look more natural. Here is an extremely quick and overly aggressive demonstration. You can fill that open space with a pattern for better results.
Also the saddle was done by BenCreating! https://opengameart.org/content/lpc-horse-extended
Thanks bzt, glad we agree on most points. Again, I'll comment more on the substance a bit later. I take it this is the repo you are committing to? It's helpful to be able to track changes as they happen. https://gitlab.com/bztsrc/lpc-cert
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