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Messages - ricardojuchem

#2
Using AI "art" is theft.
#3
AGS Games in Production / Re: Future Flashback
Sun 17/12/2017 19:54:07
We are still working hard on the game, so hard that sometimes we forgot to share new stuff.

Here are some new backgrounds.

Cheers!

[imgzoom]http://futureflashbackgame.com/blog/wp-content/uploads/2017/12/DO6egMRWAAAqoKP.jpg[/imgzoom]

[imgzoom]http://futureflashbackgame.com/blog/wp-content/uploads/2017/12/bg_gif.gif[/imgzoom]
#4
AGS Games in Production / Re: Future Flashback
Fri 10/11/2017 14:42:51
I just posted this on Twitter and I think that the people here maybe like it.

[imgzoom]http://futureflashbackgame.com/blog/wp-content/uploads/2017/11/steps-small.png[/imgzoom]

Steps that I usually do when I make a pixel art background:

1 - Simple Wireframe
2 - Adding local colors
3 - Creating the objects
4 - Lighting and color correction
#5
AGS Games in Production / Re: Future Flashback
Tue 17/10/2017 17:51:12
Quote from: Hobo on Fri 06/10/2017 21:13:00
I'm glad you decided to go with the low-res portraits, fits better with the rest of the game, at least in my opinion.

Thanks for the advice :)

Quote from: selmiak on Sat 07/10/2017 11:10:56
These characters look pretty good and pretty pretty, I like'em ;-D
You could add some more subtle highlight light from behind or from the sides like in your forum avatar. It should look pretty cool when you make this in one color, leave on a new layer and add this light on top of the portrait within AGS and change the color of the light (by code or by changing the color in the paintproggy and importing lots of files into AGS) according to the location the characters are and how the lighting happenes in that scene.

I'm glad that you liked. We are planning to make rim lights / color correction according to the room lighting. It's like you took a look inside of our brains. ;)
#6
AGS Games in Production / Re: Future Flashback
Fri 06/10/2017 14:05:59
Quote from: BunnyDeFluff on Wed 04/10/2017 15:15:59
That estimated release date together with those screenshots tell me this game is actually going to happen. Keep it up op.

We are working hard to keep it up. Thanks for the support. :)

Quote from: Blondbraid on Wed 04/10/2017 15:54:35
I think the character portraits look great!

Thanks! I'm really enjoying work on them.

Cheers.
#7
Thanks for the feedback. After some tests I decide to work directly on low resolution.
You can check some WIP at the Future Flashback topic.

Cheers!
#8
AGS Games in Production / Re: Future Flashback
Mon 02/10/2017 23:46:51
I began to work on the character portraits. Please note that they are still WIP.

After some tests painting on higher resolution, with pen pressure and lots of colors, I decide to paint them on low resolution [about 120x120 area per character].
I think that a cleaner look with less colours works better with the game overall style. I hope you like it.

Cheers!

#9
Thank you for your kind reply Ilyich.
I'll do some tests on both ways.

Cheers!
#10
Quote from: Snarky on Wed 27/09/2017 08:10:55
Quote from: ricardojuchem on Tue 26/09/2017 23:31:22
Also, someone knows how is the workflow from the portrait artists at Infamous Quests and Wadjet Eye?

Grundislav and Ben 304 (formerly and currently with Wadjet Eye) have discussed this on their podcast. They've both at various points used downscaling (mostly x2, I think). Ben gave it up quite a while back, I'm not sure whether Grundislav is still doing it. The takeaway seemed to be that it's a useful trick depending on your skill level, but once you reach a certain level of mastery the drawbacks (you can waste time on details that will disappear in the downscaling, and you don't have exact control of how the end result will look) start to outweigh the benefits.

There's really no right or wrong answer. You'll have to experiment and find out what works best for you.

Thank you Snarky, I'll check their podcast and try it in both ways. Cheers!
#11
Quote from: selmiak on Wed 27/09/2017 08:03:27
I think it is really easier to actually paint portraits at a higher resolution than 320x200, maybe 2x or 3x size will be better. then resize it, try different resizing algorithms, see what fits best and give it another pass of cleaning artifacts from the resize and working out details at the lower res.

Thank you selmiak. Resize and clean it up looks like a good idea.
#12
Hello, first of all sorry if there are English mistakes on my post. I'm brazilian and I'm not used to write in English.

I will start to work on character portraits for Future Flashback and I'm with a doubt about the best workflow.
The game resolution is 320x180. Should I paint the portraits on high resolution and then resize it to fit the game resolution or should I paint the portraits on low-res from the start?
Can anyone help me with this??

Also, someone knows how is the workflow from the portrait artists at Infamous Quests and Wadjet Eye?

I thank you in advance.

Cheers,

Ricardo
#13
AGS Games in Production / Re: Future Flashback
Wed 30/08/2017 20:50:58
Hello, I am the artist behind this project and I just want to thank you people for the kind words.
I'm glad that you are getting some of the references.

Stay tuned for updates. Cheers!
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