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tripnfelt
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Quote tripnfelt Replybullet Topic: auto anti-aliasing??
    Posted: 05 April 2009 at 11:55am
So I'm practicing aa and hear talk of naughty aa tools. To learn good from bad, i'd like to see examples of aa done by skill vs automatically please.
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greenraven
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Quote greenraven Replybullet Posted: 05 April 2009 at 12:23pm
Here. ^_^
"pwnage comes with patience, practice and planning." ~ Jalonso   
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tripnfelt
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Quote tripnfelt Replybullet Posted: 05 April 2009 at 12:37pm
i wanted to see aa done by auto but I'm thinking it's just something like blur tool.
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Metaru
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Quote Metaru Replybullet Posted: 05 April 2009 at 1:31pm

Almost any graphic software does Auto AA on their fonts. even Paint does so, if you want to check that on your own.

The blur tool doesnt make things smoother, but instead makes them, ejem, blurry.



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Anarkhya
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Quote Anarkhya Replybullet Posted: 12 April 2009 at 5:15pm
Originally posted by tripnfelt

[...] i'd like to see examples of aa done by skill vs automatically please.


There are 2 possible auto AA, in 24 bits color space or 8 bits color space.

AA info posted above demonstrates hand drawn AA vs 24 bits auto AntiAliasing (which is very color consuming and too easy to spot), but graphics editor specialized in the 8-bits field can AA your shapes using ONLY your established palette, thus seriously approaching but not beating a skilled hand drawn AA.

Back in the "pixel era" (meaning computer art from 80's to mid 90's)  where 8-bits graphics editors ruled the computer artscene, including both game art and demoscene art, Auto AA features probably emerged with programs like Brilliance (running on AmigaOS) using only two or three shades...

Rumor says that pixel artists still use these automatic functions to speed up AA procedures (as well as Brilliance, cosmigo's promotion graphic editor allows such tricks).

However these tricks are regarded today as taboo tools by Pixel Art communities that became very strict about pixel art definition in order to separate human achieved PA from machine achieved PA.

Thing that sounds to me a very complicated (impossible?) task mainly because skilled pixel fakers know how to scan, auto dither, auto AA a pic making you think that the gfx is entirely drawn by hand, more infos about the fake pixel art problem can be found here: Disintegration of the old graphics scene http://www.kameli.net/nocopy/disint.htm )

Thus leading to a neverending saga, started in the mid 90's called...

 "How to prove that your PA is genuine"
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Metaru
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Quote Metaru Replybullet Posted: 13 April 2009 at 12:28am
in the end there is no way to prove it. but stuff thats evident to trhe trained eye is always spotted and downed. not like we can't see between a randomly auto AA'ed line form a hand AA'ed one. at least most of the time, the young grasshopper who wants to take a shortcut and earn some exposure quickly tends to earn a huge faceplant.

also, being able to fool said trained eye with auto AA'ed tools, does imply skill.

in the end, its not about being anal on how something was made, but rather about being able to understand and see the diference between a product/result with artistic goals, or with comercial goals, or even with aesthetic goals. not everything is made with the same purpose, therefore not everything can follow the same procedure.

and to be hones to be a pixel nazu fag is quite retarded and doesnt really show anything for the so called purism(wich is quite stupid, if you ask me).
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Anarkhya
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Quote Anarkhya Replybullet Posted: 13 April 2009 at 6:09am
being able to understand and see the diference between a product/result with artistic goals, or with comercial goals, or even with aesthetic goals. not everything is made with the same purpose, therefore not everything can follow the same procedure.


I don't really get this point, I'm quite interested in knowing these procedures. do you mean that pixel critics become less strict with commercial oriented projects?  

Can you provide extra explanations on this subject?
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Hapiel
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Quote Hapiel Replybullet Posted: 13 April 2009 at 6:22am
Yes, it is less of a problem for commercial projects.
There are 2 reasons why a commercial project might want pixel art:

They want the pixel art style
They have certain restrictions (games work faster in a properly programmed 256 color mode)

In the first case:
They don't care how you make your art, as long as it looks like pixel art to their clients!

In the second case:
They don't care how you make your art, as long as it does not contain too much colors!

However, here on PJ, where we are trying to get the artistic part out of people, not the commercial part. And therefor we have forbidden auto aa!
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Metaru
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Quote Metaru Replybullet Posted: 14 April 2009 at 8:54am
Originally posted by Anarkhya

being able to understand and see the diference between a product/result with artistic goals, or with comercial goals, or even with aesthetic goals. not everything is made with the same purpose, therefore not everything can follow the same procedure.


I don't really get this point, I'm quite interested in knowing these procedures. do you mean that pixel critics become less strict with commercial oriented projects?  

Can you provide extra explanations on this subject?

one thing is to make something as pixel art because technical restrictions demand graphics with a low amount of memory usage. in this aspect, your customer will be worried about the process and techniques you use.

another diferent thing is to make graphics that have a pixel art "look" because they want them to look like "old school graphics". in this case, your customer doesnt care what you did, as long as it looks cool.

and another diferent thing is to make pixel art with an artistic goal, wich in most cases fullfills diferent restrictions that you impose to yourself, and you use certain elements in order to achieve a result in order to either display your skills to others or for the pure joy of challenging yourself.

being able to discriminate between every piece's intention besides the amount of colors or the tools used on it is the diference between limiting pixel art as a graphic tool itself from a form of art. its true that is technique driven, but it can be more than that.
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