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Saturday, July 30, 2016 - 22:06

I've moved a few of them to here: http://clintbellanger.net/articles/

Saturday, July 30, 2016 - 08:55

This is an out-dated tutorial, but the basics still apply:

http://flarerpg.org/tutorials/cave_tiles/

In essence:

- Start with a square grid, fully UV unwrap it to have a seamless texture

- Move the tile edges into a fixed cross-sectional shape, that each tile will snap to

- Subdivide and then displace the inner vertices randomly (using Noise, Fractal, etc)

- Apply seamless texture

Friday, July 29, 2016 - 10:58

maruki's right about that panel, it sticks out now that the perspective is corrected in other places.

Also, I think the bottom of the cylinder may need cleanup. The curve should follow the bottom half of an ellipse. Here I used the Ellipse Select tool and selected an area that fit the left, right, and bottom of the cylinder. I colored in Blue where I think there are missing head cylindier pixels.

 

 

Thursday, July 21, 2016 - 12:29

@UnityProgramm these are licensed Creative Commons Attribtion Share-Alike (CC-BY-SA_. You can use them with correct Attribution (give me credit). And if you make any interesting changes/upgrades/remixes of these weapons, also Share-Alike those changes. Thanks!

Thursday, July 21, 2016 - 09:35

Debian is the gold standard for strict licensing (thus the phrase "is it Debian free?"). If they have a hard time taking GPL art without sources, then OGA should ask for sources too. That is, if we decide to keep supporting GPL licenses (if not OGA, then who?).

Tuesday, July 19, 2016 - 19:02

So, flat areas of metal technicall would work sort of like mirrors. But there's nothing around the robot to "reflect" here. So I'd say to continue using the bands of light and shadow, even if it wouldn't exactly work like that on a flat surface.

I tried a few things here:

- Use stripes to shadw out the body

- tweak the top of the head. Have each band of color curve around and meet on the other side

- Added a slight implied lip to the bottom of the head

- Thickened drop shadows in a couple places to help imply depth

Feel free to ignore these if it's not the style you're thinking. But it's kind of how I would go about it.

Friday, July 15, 2016 - 12:15

One place to start improving on is your metal rendering. Try doing a Google image search for "metal cylinder". Notice that cylinder colors are rarely a smooth left-right gradient of shades of gray.

Metal cylinders usually have bright and dark stripes mixed in, which are reflections of lights and objects around that cylinder. The stripes facing the main light source tend to be brighter and yellower. The stripes facing shadows are darker and more blue/purple.

With pixel art you don't have to get nearly that detailed. Just a few colors and stripes will make it appear metallic. Take a peek at the tin can from my Recycle Items Set:

Notice even those the can is a gray metal, it has some green and blue and purple. The stripes are not arranged in a smooth gradient, instead it's mixed up some.

I also notice you used some dithering to shade the metal. That can work with the right style. But usually, dithering adds some implied roughness/texture. It will make your metal feel less smooth and shiny compared to having hard edge stripes.

---

Another thing you may notice about that tin can is there are horizontal ridges. The detail is not drawn on the metal with a black line. Instead it's implied with the colors. If you understand the way your main light is pointing, you can easily add in convincing ridges, bevels, seams, rivets, shadows, etc. by moving up or down one color on your palette.

On your robot you have black lines to show a panel and a vent. That's fine for a simple art style, but it won't help your material look metal. Try using your color ramp instead to imply where the lights and shadows are catching these raised/lowered features. Example:

 

 

Tuesday, July 5, 2016 - 17:28

looks decent. 4 tiles is probably enough if you arrange them randomly.

Yes you can use this commercially, learning from another's art style is part of how everyone learns.

Tuesday, July 5, 2016 - 16:53

Artist name is Sogomn

Tuesday, July 5, 2016 - 15:46

The artist made the final revision on that record, so I don't think it was an admin action.

Redshrike's right, the license at the time you downloaded is the one that applies. That's CC0 (Public Domain), so you can continue using the art with no issues.

If you did want to be sure, you could contact that artist and see why they took the art down. Maybe if they know people are using it, they'll put it back up.

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