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Re: [WIP] yeti drops
Posted: 07 Sep 2010, 12:24
by Crush
Leela wrote:as enchilado wished - dark, noticable outlines and better contrast
well i think the contrast really goes fine but i personally don't like the dark outlines (it is only one pixel but anyway)
The problem is that the outline is in a hard pixel-art look while the texture has a blurry style. Also outlines should not be pure black. It's usually best to select a very dark tone of the main color as an outline color. There is also a pixel art technique called "selective outlining" you should google.
Re: [WIP] yeti drops
Posted: 08 Sep 2010, 07:17
by Leela
thanks Crush, that helped a lot
There is a great tutorial
http://pixel-zone.rpgdx.net/shtml/tut-selout.shtml
ok now my try with (in my opinion) much better shading and selective outlining
Re: [WIP] yeti drops
Posted: 08 Sep 2010, 07:39
by enchilado
Looking much better, but the gap between the two knobby bits looks odd. On the left bone it's too dark and on the right it's too light.
Re: [WIP] yeti drops
Posted: 08 Sep 2010, 07:45
by Leela
now first try for the yeti tear
- yetitear1.png (497 Bytes) Viewed 2418 times
and i don't know what you mean enchi
Re: [WIP] yeti drops
Posted: 08 Sep 2010, 10:32
by Crush
Leela wrote:
Great, you finally got a hang for the pixel art style.
Leela wrote:
This looks more like a rough crystal than a liquid tear. Here is a reference (I wouldn't add the additional highlight in the lower right, though):
Re: [WIP] yeti drops
Posted: 09 Sep 2010, 07:50
by Leela
if i make it with clearer edges it could be a frozen tear. makes more sense anyway as it is going to be dropped in the snow area... what do you think?
Re: [WIP] yeti drops
Posted: 10 Sep 2010, 07:11
by Leela
ok tried to get the shading smoother
Re: [WIP] yeti drops
Posted: 10 Sep 2010, 10:20
by ChefChelios
...a normal and a frozen tear...
Re: [WIP] yeti drops
Posted: 10 Sep 2010, 11:10
by Leela
chef: i like your tears a lot! Very nice
Re: [WIP] yeti drops
Posted: 10 Sep 2010, 11:13
by Crush
I think it would be a good idea to make them recolorable so that the same graphic can be reused for other liquids.
Re: [WIP] yeti drops
Posted: 10 Sep 2010, 12:31
by Leela
with a filter you can make any color from whatever color it comes. or what did you mean? grey shading?
Re: [WIP] yeti drops
Posted: 10 Sep 2010, 12:59
by Crush
The Mana Client can recolor graphics at runtime. We are using this for the differently colored shirts and robes, for example. This reduces the number of files to maintain.
The system is fully described on the wiki:
http://wiki.themanaworld.org/index.php/Image_dyeing
The easy way to make a graphic recolorable is to select the parts you want to be recolored (in this case this would be everything) and run it through a convert-to-greyscale filter. For optimum results you should then adjust the levels of the grey area so that the darkest color is RGB 127, 127, 127 and the brightest color RGB 255, 255, 255. That way you can very simply define the darkest and the brightest color of the color ramp in items.xml.
Re: [WIP] yeti drops
Posted: 10 Sep 2010, 13:49
by Wombat
I prefer Chef's frozen tear. Continue to improve it and it will be accepted.
Baseballboy's yeti claw should be lightly shaded or yellow to match the yeti.
Leela's animal bones need a little more work. Good improvement. Poison ivy's suggestions are useful for how to improve them.
Re: [WIP] yeti drops
Posted: 11 Sep 2010, 09:50
by ChefChelios
the frozen tear is looking good at my "fake inventar"
i used the KPaint greyscale filter for the liquid... thats maybe not the best way but i am a beginner..
i try to work more with gimp next time... but first i have to read some Howto´s
Re: [WIP] yeti drops
Posted: 11 Sep 2010, 21:27
by baseballboy
Wow, awesome sword!