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Prinz Eugn

Member Since 22 Jul 2005
Offline Last Active Yesterday, 08:08 AM

#5097118 Drawing beginner, need some targeted tutorials

Posted by Prinz Eugn on 26 September 2013 - 06:09 PM

Glad you like the article!

 

I don't really do figure drawing, but when I do I start out measuring things very carefully but after a while it becomes more and more intuitive. For really important things (like for a client rather than a sketchbook-type thing) it's pretty standard to make a few practice sketches and then be very careful in keeping things "right" by actually measuring with a ruler, etc. if necessary. But the idea is to get to the point where all the rules are just natural to you.




#5097065 Drawing beginner, need some targeted tutorials

Posted by Prinz Eugn on 26 September 2013 - 01:29 PM

Well, buy a sketchbook, some decent pencils, a good eraser, and start practicing all the time. Practice is everything. I would look at generic drawing tutorials (not the "learn to draw a puppy!" kind) if you don't have much art experience yet, since it sounds like you want to do concept art rather than creating art assets (like sprites or textures). 

 

I would consider buying a book, since online stuff is always so hit-and-miss. I bought this oneand thought it had some great stuff and it was certainly less dry than a lot of classic tutorial-type books. Books are also nice since you can pick a comfy spot away from interweb distractions.

 

And finally, I wrote this article that has a lot of various "gotchas" that personally haven't seen spelled out other places when it comes to drawing.

 

Good luck!




#5092854 Other name for "Space Police"

Posted by Prinz Eugn on 09 September 2013 - 06:41 PM

For stuff like this, I like to compile a short list of individual words and phrases and combine them in my head to see if anything particularly interesting falls out:

 

Titles:

 

  • Bureau
  • Ministry
  • Administration
  • Authority
  • Agency
  • Directorate
  • Committee
  • Commissariat
  • Office
  • Division
  • Department
  • Authority
  • Service
  • Force

Functional:

  • Security
  • Police
  • Enforcement
  • Law
  • Internal Affairs
  • Criminal
  • Regulation/regulatory
  • Management
  • Public Safety
  • Guard
  • Freedom (ironic)
  • Supervision
  • Investigation

Other:

 

  • State
  • Imperial
  • Public
  • People's
  • Republic

For example: State Security Office, Public Safety Commissariat, Imperial Secret Police, Directorate of Freedom and Security, and so on.

 

You could always browse around Wikipedia, like look at all the crazy secret police successor agencies in the Soviet Union. Personally, I would go for at least a really bureaucratic sounding name since this is the decline of an empire and a bureacracy-run-amok spaghetti soup of an acronym would just seem so appropriate.

 

Or, even go backwards and find a neat acronym and make up something that fits it. ISD, SIS, SIOPS, etc.




#5089931 Tips on Learning Pixel Art?

Posted by Prinz Eugn on 28 August 2013 - 05:48 PM

I recommend forums for advice and critique, particularly Pixelation and Pixeljoint.

 

I agree, I would just be careful to emphasize that it's game art since Pixeljoint in particular gets picky about artistic purity (like never using manipulation tools, limited pallets) that are less important for game art, where speed and volume are more important.

 

Some more gamedev.net links:

 http://www.gamedev.net/page/resources/_/creative/visual-arts/creating-good-game-art-when-you%E2%80%99re-not-an-artist-r3225

http://www.gamedev.net/page/resources/_/creative/visual-arts/the-total-beginner%E2%80%99s-guide-to-better-2d-game-art-r2959 (I wrote this, so feel free to ask me questions)

http://www.gamedev.net/page/resources/_/creative/visual-arts/better-programmer-art-r2594




#5087685 is there a recommended canvas to draw in photoshop ?

Posted by Prinz Eugn on 20 August 2013 - 04:31 PM

hi

 

i use photoshop cs 5 for drawing but i think my canvas is too big to draw in and usually i use half of it so i zoom 400%

 

but if i decrease it looks too small sad.png

 

mine is 1800px * 1600px

 

another question how many DPI should i put ?

 

Hello Forenkazan,

First of all, that resolution is probably too big. Generally you also want to use textures with a pixel dimension that's a power of 2, so 32 x 32 pixels, 128 x 128, 512 x 512, and the lowest you feel like is still "good" (or whatever your requirement is, like a restriction on how much memory you can use). It sounds like if you're working at such a high resolution, you might want to look at vector art (Adobe illustrator or Inkscape) which will generally be easier to work with if you have a more cartoony style. Vector are is more appropriate to the resolutions sunandshadow is talking about (native screen resolution), but you can have a game at pretty much any resolution smaller than screen resolution.

 

If you're struggling with making things look right, you can draw big and then scale down, and the scaling will basically make a lot of the errors disappear. See this article for more on that: http://www.gamedev.net/page/resources/_/creative/visual-arts/better-programmer-art-r2594

 

DPI doesn't matter at all unless you plan on printing something out, otherwise the only thing you really need to keep track of is the pixel resolution.




#5080548 How does the perspective work on those sprites?

Posted by Prinz Eugn on 25 July 2013 - 01:55 PM

Don't sweat actual perspective rules too much, since 100% true-to-life perspective is absurdly time consuming and can also look confusing.

 

You might want to try finding a sprite sheet you like an trace a few frames (like another layeri in GIMP or photoshop or even print it out and use pencil), but try to simplify the character so you can see what the limbs are doing and how the foreshortening happens. Basically, try to make a run animation with a guy made only of tubes since you really only care about geometry, to see how it's done in detail (and then you can draw multiple characters on that basic animation).




#5079734 Character Design without bilateral symmetry

Posted by Prinz Eugn on 22 July 2013 - 09:08 PM



Prinz Eugn, on 22 Jul 2013 - 5:14 PM, said:

Old school option: Barlowe's Guide to Extraterrestrials. Interesting because it has a pretty detailed background for each species (which are all taken from famous sci-fi up to that point) and physiological justifications for each design.
Interesting. what level of language should I expect? I'm not very anatomy/biology savvy, so I'm just trying to make sure I'll get it
 

 

Oh, not very technical at all since it's about fleshing out designs described in fiction as well as possible (and some authors go farther than others). I guess it might not be detailed compared to what you're looking for. You can always preview some sections via Amazon (Click to Look Inside on the image of the cover) if you're curious.




#5079687 Character Design without bilateral symmetry

Posted by Prinz Eugn on 22 July 2013 - 05:14 PM

Old school option: Barlowe's Guide to Extraterrestrials. Interesting because it has a pretty detailed background for each species (which are all taken from famous sci-fi up to that point) and physiological justifications for each design.




#5078594 RuinValor Assets

Posted by Prinz Eugn on 17 July 2013 - 05:38 PM

Nice! Much better... I started a post about the catapult texture then forgot to get back to it later. The cup stone texture doesn't quite match the wood, though, like the noise is too fine compared to the semi-posterized texture of the wood.




#5074351 Pixel Art feedback for newbie

Posted by Prinz Eugn on 30 June 2013 - 11:44 PM

Hello there! Looks good overall, but of course random little things:

 

It looks like you are overdoing with the dithering on the tanks, you need to choose more values and then blend with only a little bit of dithering. Here is an old post about dithering you should glance at. The barrel in particular seems a little strange, like you alternate bright pixels in the shadow, and you're shading the intersection of the barrel and the turret. That part shouldn't have any real dark values because they're basically on the same level, and the line between them should be a lot thinner, otherwise it looks like they aren't connected.

 

I think you should also think about not worrying about pixel art at all, 128tiles are pretty big for pixel art, you might be better off with either not worrying about keeping it pixel-y or size it down to 642 frames if you want the pixel art look. You could mess with Posterizing the filtered stuff, which will limit the colors and make it look like pixel art.

 

As for the fortress, keep in mind that you'll have to exaggerate features quite a bit on some stuff to get the top view to look right. Plus shading does a lot to make it seem more 3D. 

 

Edit: Hmmm, attaching images is broken right now...

 




#5072889 Career Advice after a bad job....

Posted by Prinz Eugn on 25 June 2013 - 06:41 PM

I agree with everyone's comments.

 

I think the first thing to do is disconnect the emotional element and look back at what actually happened (not how you felt about it) and what you could have done differently.

 

I think you are also overlooking that looking at it from the outside, it looks like you did something unethical, which led you to discover that your boss did something unethical, but that what you did looks a lot worse. To me anyway, peeking at your boss's private stuff for over a year and then showing it to a co-worker you had a thing for is much worse than being lazy and risking a marginal chance of a lawsuit (if it was an internal document, much higher risk if it was published somewhere public). From your writing at least, it sounds like you made the decision to read them long before you found anything suspicious, too.

 

Unauthorized reading of the private communications of your boss is something you should have never considered. You should have resigned long before you went there, honestly. Quitting is an entirely reasonable solution in the business world, especially if you don't have the power to fix the problems, and cannot convince those that do to do anything. The other path would have been to stop caring about anything but not getting fired, while looking for another job.



#5072847 Career Advice after a bad job....

Posted by Prinz Eugn on 25 June 2013 - 03:30 PM

Reading the chat log was an obviously bad idea, I probably wouldn't mention it at your next job interview without prompting... but definitely not most of this drama stuff. Girl thing seems irrelevant, get over it. You screwed up, but it's not impossible to recover from. There's tons of articles on how to deal with interview questions about past employment where the separation was not amicable. Talk about the poor state of management, and about how you would do things differently- show that you learned from your mistakes and are super sorry for prying into personal communications.

 

I agree with Promit, start over, ditch the moping, start looking for work (revise resumes, read articles on interviewing, etc) and move from there. If you work at McDonald's, just don't put that at the top of your resume and be sure to point out that you were just working there so you could study Super Relevant Subject in your free time when they ask.

 

Edit: Beginning didn't match my conclusion...




#5065642 my defective art

Posted by Prinz Eugn on 28 May 2013 - 05:11 PM

Good work so far! I think you have a really unique style going, but you sill have room for improvement.

 

I think your real problem is understanding contrast. You need to go farther in defining objects, both by making the objects themselves darker/lighter, but also by toning down stuff that isn't important like the sky and ground. Important things should stand out from background stuff. In your first drawing, contrast was extreme on everything so it was difficult to make out any single detail, but on your second you have the opposite problem- everything is kind of washed out. For example, in your second image the sky is waaaay too close in value to the trees, and in general you have nothing close to white. The upper half of figure on the left however is silhouetted fairly well in comparison. I think looking up some tips on positive and negative space would help, too.

 

I think you might be better off practicing in grayscale since the colorized look distracts from that, which isn't what you want if you want to get better (but more or less fine if you're making it as a final product). 




#5063381 Animated GIF (pixel art / photoshop) -- Please Criticize

Posted by Prinz Eugn on 20 May 2013 - 08:58 PM

Hello! Your guy is pretty cute and there's nothing wrong with him, so I would start trying to push yourself to try some harder techniques. In particular, your animation is really simple- try making it more complicated. Here's the classic list of animation principles: http://en.wikipedia.org/wiki/12_basic_principles_of_animation  Try making a jumping animation using the first principle, so he squashes a little bit when he lands, for example. To make it easier, try making parts of him different layers (like his legs) and moving them around if you haven't done that yet.

 

As an aside, the best way to resize pixel art is to use Nearest Neighbor interpolation, which can be found under the image size dialog box- but make sure you're sizing up by increments of 100%. So only do 200%, 300%, 1000%, and so on (not 150%), or you'll get weird differences in widths like the legs of your dude.

 

Keep at it!




#5062355 Need advice

Posted by Prinz Eugn on 16 May 2013 - 01:32 PM

I can only give you generic college advice: Don't pretend you know what your major(s) will be before you take some classes. I mean, have some favorite candidates, but try to branch out just to see. But don't Major in Anthropology.

 

I would talk to professors in each "candidate" department to see what the field is like and try to find some junior-seniors in the degree program to get a feel for what the classes themselves are like. Once you have a pretty good idea of what you want to do, go to the career services center (or whatever equivalent) and 1) Look at available internships (because you will want to have one) and 2) Try to get in contact with a recent graduate in your program for some RealTalk about post-graduation.






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