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Berserker's HKCP Contest Workshop

Ok I guess I'm the first one to start this so here goes.

Welcome to my HKCP contest workshop. I'll be uploading all my WIPs here so I can receive comments and hopefully submit.
First off I decided to work on some design pieces and I'll select the ones that I like, and look the best, to complete.
I may do all, who knows.

Here are my current WIPs
WARNING LARGE IMAGE




Completed Pieces(Awaiting approval)





Submitted Pieces(Approved)


recolours







recolours





recolours


...
 
I'm loving your WIP clothes, they're very imaginative.

The spiky haired guy has a little too much dark detail in his hair for my tastes.

Obviously your WIPs aren't complete yet though so I'll hold off on critique, since the outline/blocking/etc steps are done perfectly well.

--

For this piece:

http://i32.photobucket.com/albums/d50/j ... iles-1.png[/img]

The palettes are too simple to be complete. The outlines and texture groundwork is solid, but more colors/shades are needed for it to blend in with the other HKCP tileset stuff.

I'll show you an example.

http://pixelcocktail.com/HKCP/Working/b ... help02.png[/imgzoom]

Now ShowKaizer is like ridiculously amazing at putting pixels together, but we're trying to copy his style the best we all can for the eHKCP. He uses really vibrant, multi-color palettes, generally with a few more colors than people are often accustomed to, since clothes generally need smaller palettes than tileset pieces to look smooth.

Your palettes seem to follow a 4-shade rule to each color, when I actually think you should atleast double that number.

The magic numbers for tileset pieces' palette shades seem to be 7-12 shades/tints per color.

Try to blend blues or cooler colors in with your palettes' dark shades, to make them pop more.

Also, remember, HK walls are 4 tiles high, and the shading will need to blend down into darker colors, since the light will be coming from above.

Here's a ramshackle wooden wall I did:
http://pixelcocktail.com/HKCP/Working/b ... help03.png[/imgzoom]

There are 8 shades/tints in my palette, and it blends from green to warm brown (since it's a mossy, jungle setting).

Notice how the light seems to diminish, the lower your eyes go? And there's little light, since there's a canopy overhead, but on SK's wall, there's a good amount of light at the top, since it'd be in a relatively sunny town.

It's all about making things very smooth, and very atmospheric.

It takes some time to practice -- if you need palette help, don't be afraid to ask for it!! (Lord knows I bother SK for palette help all the time!)

eHKCP tilesets are very advanced, but I guarantee that your skills will improve significantly trying to mimic the style. Mine have definitely started to improve!
 
Ok thanks Vene. Ill redo all the textures and shading I guess since they are old and I have improved since.
I do like the 4 shades for me but I guess I'll have to use 8 or 9. This'll be different, I'm sure I can manage though.
Thanks for the guidance.

Also how many shades Do you want me to use for the characters? I generally use 4-5 shades there.
 
Ven Pretty much said everything about palettes. But don't make the mistake of assuming that all you have to do to your color palette is add "in-between" colors of the four you're using. That will only kill the contrast. Its true I use more colors, but you have to be sure to differentiate each color or your sprite will look blurry and have no contrast.

I generally start with 7 or 9 per shade (depending on object size) when Tile-setting. (I always use an odd number). And I use 5 when doing character sprites. The wall that Ven posted contained two extra colors because I felt there were two colors on the palette that needed "smoothing out" so I added two in betweens =).

You look like you know what you're doing though.

I can't say much on the spriting since they're WIP's but I will say I love the pirate jacket. I DO think though that the sleeves may be a bit overwhelming ...
 
Thanks to everyone who posted btw. You are all BIG help.
I'll becareful with the palette SK. I love contrast so I won't forgetting to have it =D

I'll tweak the Pirate coat once I get back home.
Also I would to mention you can comment on WIPs I don't mind. Since most of them are just first frames that will need critic anyways.

UPDATE
-I added my entire HK working image, so sorry to piss you off if it's too large and empty.

-I've worked on moving frames and side-view for the red-belt.
-Also I've cleaned out the texture and shading for the tileset(most anyways), I'll get to work on them soon enough.
-Lastly, I've added an old hair piece I did a whiles back.

Do you want me to do it again? Or does it need simple touch-ups?
 
Damn, that blue pirate coat is so badass

The armor pieces have a little too much contrast, but their shapes are fantastic.

Now that you've whittled the tileset pieces down to the bare outlines, I say go for it.

The door strikes me as a little on the smallish side, but it would still work.

By the way, if you're looking up size guides for HK Pieces, check out the Tileset Templates section in the main HKCP Announcements topic, the Town Exterior Template. Your sizes seem fine so far, but that might help you streamline your outlining processes there.

As for the completed hair, it's excellent, except I wouldn't complain to see a little halo of shine going around the top of the skull before I knock that bad boy into the gallery. ;D
 
Ok another update.
Armour contrast has been altered.
Door is now a little bigger.

I'll be checking on the tileset templates quite frequently actually, because I always have perspective problems.

I also editted the hair for you vene.
Also I would like to mention that these handy hints and guidance you have given me(vene and SK) you should use in your tutorial section on the HKCP topic.
 
Yeah you know that's a good idea :eek:

Next chance I get to work on tileset stuffs (maybe tomorrow night) I'll try and draw up the next tutorial. I keep forgetting whenever I get down to business, to log my progress @_@
 
Ok UPDATE
I finished the pirate belt and awaiting approval.
I also begun work on the other pirate items.

Armour suit is also updated.

SOON TO COME
Tileset Work
New Design Tiles of new Suits(Like the pirate one)
and completed all frames for pirate suit.
 
I'm approving both the brown hair and the belt.

Before I upload them, would you like to make some quick recolors of them to earn some easy bonus points?

:D
 
Well to start off , the first problem is in your palette. Off the bat I can see that the darker values are way too dark in comparison to the lighter ones. In fact, your darkest color is dangerously close to being black. You may want to lighten them up Just a bit, in order to see the detail.

Here are a few other tips.

This is your palette:http://img292.imageshack.us/img292/9027/origpallettema8.png[/img]

These two colors are far too similar: http://img244.imageshack.us/img244/8299 ... twoqv1.png[/img]
Either omit one, or change the other.

These four seem to skip into an extreme of dark unnecessarily:http://img99.imageshack.us/img99/1129/fourextremett5.png[/img]

The palette itself could use a little work. However I'm not certain what you're going for. If this structure is supposed to be made of ice, then the cold, monotonous palette could work. Let me know what you're aiming for and I'll comment further on this.

Oddly enough however, the biggest flaw is not in your color palette, but your use of it. While it has some contrast issues, The palette, for the most part, gets lighter in the reasonable increments necessary to provide adequate contrast. Unfortunately, you haven't included the actual shape of the structure in your shading technique.

If the light is coming from the top, there should be a definite transition between the lighting of the top of the structure and the "wall - level" Portion.

In other words , your color distribution looks some thing like this :
http://img137.imageshack.us/img137/4296 ... ongko4.png[/img]

When it should look more like this :
http://img142.imageshack.us/img142/8402 ... ghtkl9.png[/img]

*NOTE* this is NOT shading, just a diagram of how the light should hit the structure.


A good rule of thumb I use (And implemented in my example) Is cutting up the palette into a section of lighter shades and darker shades. For example : this is your palette:http://img292.imageshack.us/img292/9027/origpallettema8.png[/img]

In the correction I showed you I used the first seven colors (darker set)ONLY for the "Wall level" portion:http://img98.imageshack.us/img98/1707/firstsevensd5.png[/img]

For the top (The area where the light is hitting, I used colors 5 through 11:http://img221.imageshack.us/img221/7776/lastsevenam2.png[/img]

When put together, they make up your 11 color palette you used.http://img516.imageshack.us/img516/2458/togetherrf8.png[/img]

*NOTE* I did not comment on the shading of the outlines because you're smart, and seem to have a good grasp of it already

So basically you have four for light , four for shadow, and three transition colors.

Lastly, unless you're going for a smooth, sandy grain to your bricks, I really suggest easing up on the dithering. Over dithering can yield the same results as using too many colors. It blurs the details and contrast of the sprite dramatically if used too heavily.

Hope that helps! ^_^
 
You know I think I'm going to take all our little tutorials/tips/tricks and things and like, compile them in a big bundle in the tutorial section sometime. This contest has spawned some very useful info ...
 
Thanks SK, I'll refer back to this all the time.
I'll do better now.

Also, I have changed the colours some what already so it doesn't look so 'icy' as you said.

thanks again.
 

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