[FND] Knit Cap

All development of pixel art, maps and other graphics.


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Crush
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Re: Knit Cap

Post by Crush »

3 versions that dye = a metric butt-load of database entries...one for each color of each version, but it could be done.
Manaserv will support unique items with custom (truly custom, not just 9 predefined colors) dyes for all colorisation channels. Unfortunately the unique item feature is still in the planning phase.
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salmondine
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Re: Knit Cap

Post by salmondine »

I wanted to bump this for additional comments.
Is it finished or?
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Re: Knit Cap

Post by salmondine »

salmondine wrote:Image
Image

Shaded the ball in both versions.
I like the perspective. knit caps pull like this being quite flexible.


Should this just be blue or should it dye? ...it is finished unless there are more suggestions
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Re: Knit Cap

Post by arikel »

I'd go for a dyeable version. There's also the stuff the has already been said about perspective, shading, and outline :
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knitcap.png
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Rotonen
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Re: Knit Cap

Post by Rotonen »

arikel wrote:I'd go for a dyeable version. There's also the stuff the has already been said about perspective, shading, and outline :
You just restored a lot of my faith in TMW-eA content in a single post.

Thank you for your effort and try to keep it up.
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salmondine
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Re: Knit Cap

Post by salmondine »

arikel, I can see that view/perspective as a rear view, but this is what I see for approximate shapes. front-left-rear-right
all the clothe hat sprites are very similar... elf...funky...etc...I looked at them all.
the original bottom shape matched the christmas tree hat bottom, so its perspective was probably poor choice for this style hat.
I prefer to work in color before creating grey-scale to be dyable. the left and right views are rotated and need more work.
As I dyed the original greyscales I realized they were too dark as they dyed rather ugly, so i lightened overall tone,
Image

I just need to know that these basic shapes/perspectives are going to be acceptable.
yes the ball will have to be adjusted as well...so they are reacting to gravity better.
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WildX
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Re: Knit Cap

Post by WildX »

I like it, a dyable version would be great :D
salmondine wrote:yes the ball will have to be adjusted as well...so they are reacting to gravity better.
Also, the ball should be bigger IMO

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salmondine
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Re: Knit Cap

Post by salmondine »

Getting closer - a few pixels and anti-alias touches left then I'll convert to dyable image
Lighter pallet dyes much prettier. I did make ball a little bigger as well.
I'll do the xml after dye version is complete.
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meway
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Re: Knit Cap

Post by meway »

Wow this cap is great ^_^
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Alige
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Re: Knit Cap

Post by Alige »

Ready for import IMO :D.
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salmondine
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Re: Knit Cap

Post by salmondine »

Here is dyable version.
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meway
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Re: Knit Cap

Post by meway »

About your post for that quest make an [req] I think we could use something fun for change. :p a little hard work crush pays off in the end.
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salmondine
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Re: Knit Cap

Post by salmondine »

head-toque.xml
(5.52 KiB) Downloaded 92 times
head-toque.png
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head-toque-blue.png
head-toque-blue.png (3.78 KiB) Viewed 3261 times
Calling it a toque after Black Don's comment.
I tested this version on hairstyles....played it in-game...I added xml as an attachment we will see if that works =]

screenshots
Image Image Image Image

I'm ready to call it finished...but I'll wait for a second and third opinion.
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Alige
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Re: Knit Cap

Post by Alige »

The little white ball on the top really needs to pop out more IMHO. Here, it seems to be stuck into your head... :mrgreen:

Good job though!
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salmondine
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Re: Knit Cap

Post by salmondine »

Gave white ball a darker outline...the lost and found edge thing in the snow wasn't working for me.
dyes-head-toque.png
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blue-head-toque.png
blue-head-toque.png (3.69 KiB) Viewed 3225 times
Screenshot.png
Screenshot.png (5.01 KiB) Viewed 3225 times
xml is unchanged.
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