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Bubble (2006)

Bubble (2006)


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Title: Bubble (2006)
Pixel Artist: neota  (Level 7 Ichikyu :: 6649 points)
Posted: 6/9/2006 4:06:48 AM
Palette: 11 colors
Statistics: 2 comments :: 0 favorites :: 0 avatars

Hi yall! I've been drawing a lot of characters recently; none have been pixeled (though I have a pic of Tails that I am considering for pixelation).

Anyway, 66% of this is pixel art; the centre version is an automatically scaled version of the left version (using my vectorscaling system).
I had just written a tutorial for GIMP -- how to find and mask out the areas of rapid change (ie edges) so that you can apply an effect selectively, preserving the areas of most significance and allowing other regions to change as much as needed. It was for the purposes of improving my AutoAA system. (neota.castleparadox.com/gimptips/AB.html (it helps to have zooming functionality in your browser))

I used a ripped game sprite to demonstrate the steps involved there, but I really wanted to use an original sprite.

I then came across a previously pixeled bubble, noticed an area that looked like an A, and turned the bubble into an 'AI' logo (mushroom bubble/ bubble containing 'Ai') with this in mind.
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I chucked it through the vectorscaler then made it pixel perfect; I wanted to get an idea of the average amount of changes needed to finalize a vectorscaled sprite.
In this case, 7.5% of the pixels needed to be changed (309/4096).
I will need to try more sprites and styles (of my own, so you may see some of them up here later.) to achieve any definite conclusion; So far I'm happy !

Oh yeah, I also used the 'actions to select next/prev color in palette' that I implemented in GIMP recently (as of GIMP 2.3.9), pretty heavily for this.. They're just as useful in GIMP as they were in Grafx2/DeluxePaint/ProMotion, esp. for heavy AA. Grab 2.3.9 ASAP!

The result happened to look good, so it's being submitted here :)
The resemblance to a Metroid is mostly coincidental (I was thinking of a Metroid when I drew the original bubble, but not when I drew the logo)
Crit (the rightmost one) if you want, I'll fix it (and update the percentage :)

It would make a pretty cool mushroom design with a third 'fold' added -- reminds me of the ones in Xargon.
The colorcount only includes the main picture.. The fancifying of the text was to help with another pic rather than contribute to this one.

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neota (Level 7 Ichikyu) at 3/29/2007 12:13:51 AM
"""You said, "I then came across a previously pixeled bubble, noticed an area that looked like an A..." What do you mean by 'A'? I know 'aa' to be anti-alias."""

Exactly that, an 'A'. It's not a term, it's just a letter :)
You can see it says 'AI', that is all I mean by it -- the original bubble had a formation that resembled an 'A' and I turned it into this.


What my software does is convert each color region to a vector, then all that is needed for producing a large version is to scale up the vectors and fill them all with the correct color in the correct order (all done automatically)

Using the above method, you have the option of rendering with or without antialiasing (without is usually better for small sprites), and you can also leave it at the same size as it was if you just want it to perform automatic high quality AAing (as in the page I linked to).

It's great to know that there are actually others who are interested in making pixel art with the maximum optimizations to their workflow.

Mathias (Level 1 Jukyu) at 3/15/2007 8:27:09 AM

Looks like an ultrasound for some reason.

Interesting but I don't quite understand your experiment. I use Photoshop so I'm familiar with all the graphical issues mentioned, and then some. But, what is it that you're trying to determine?

You said, "I then came across a previously pixeled bubble, noticed an area that looked like an A..." What do you mean by 'A'? I know 'aa' to be anti-alias.

 I assume what you've done in this image is take the left bubble which is blown up to 200% and scaled it using your said "vector scaling". Well, surely you know vector and raster coudn't be any more different. The interpolation algorythms your software's uses (like RIP, in printing) might be based off of vector technology, though. Perhaps, that's what you mean. Then you took the scaled result and manually fixed it, doing a little manual aa here and there, to make it look more authentic.

So, thinking about this now, the experiment serves the purpose of getting closer to establishing a method of auto-resizing that saves on time and effort, correct? The elite crowd here won't like this, but I'm actually interested in these things myself. I'm a guy that's new to pixeling and absolutely loves the art form but has little time to spend doing everything manually and so I'm left trying to find corners I can cut and still get a nice pixel look. In other words, I want the benefits of fully manual pixel creation but don't want to do the work.

Holla back at me, I'd like to know if I'm correct.


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