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Pixelation  |  Art  |  Challenges & Activities  |  Commercial Critique  |  Topic: CC Challenge - Dodonpachi Assembly Line « previous next »
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Author Topic: CC Challenge - Dodonpachi Assembly Line  (Read 36706 times)
ptoing
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« on: June 05, 2007, 12:17:51 AM »

The idea here is to analyse the style of the enemies and then make your own tank or ship in this style as good as you can Smiley

Here some enemies

[image] [image] [image]

[image] [image] [image]

[image] [image] [image] [image] [image] [image]

[image]

[image]

And here two which i found stuck out a bit, esp the plane.

[image] [image]
« Last Edit: June 05, 2007, 02:23:10 AM by ptoing » Logged


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« Reply #1 on: June 05, 2007, 05:20:46 AM »

Nice designs. Its a bit late for me, so ill be checking this out tomorrow. Some things I noticed to get this rolling.

1) modest hue shift. more like no hue shift actually
2) modest use of grey metallics. usually used as small decoration and to show weaponry
3) high contrast stripe patterns. in 90 or 45 degree angles only(except for angled edges)
4) details galore. I leave this for the next person, maybe we can spot some standard design elements?
5) outlines forbidden
6) eyeball/jewel target areas
7) theres a range of values used that i haven't quite figured out, but i think it key to the style. The red ship at the very bottom has a narrower range of values and I think this is why it sticks out. Almsot all have a full value white as a highlight or stripe which i think is important to the style. I'm not sure if there's a 000 black, but if there is it's used sparingly.

I also notice that there dont appear to be many 90 degree corners. Also important I think to note how highlights are used on the points where the ship angles.

MAybe someone could put together some palettes for a couple of these ships so we can look at the contrast of each shade

These designs are hot. Good night.
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« Reply #2 on: June 05, 2007, 05:45:42 PM »

Here's a few of the color tables I grabbed for 3 of the ships, including the odd red one, which is at the top. ground1 is the orange vehichle in the middle, and boss2 is the green tank below that. Another thing I noticed is the depth shading on the geometric shapes as they proceed down (away from the top layer). The shapes on top are a bit lighter, and get darker, for the mast part. This can readily bee seen on ground5, second from the left, third row down.

[image]

~X
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« Reply #3 on: June 05, 2007, 06:04:52 PM »

[image]
any reason for including the c64 palette? cant see its used anywehere..
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ptoing
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« Reply #4 on: June 05, 2007, 06:05:40 PM »

HAHA, those still have the c64 colours in there because I saved them in PS and was doing something with a C64 swatch beforehand.

Those colourtables are pretty useless without sorting them first I think.

Aaaanyway.

I made these like a year ago for a project that never took off bookteeth
Will do some new ones soon.

[image][image][image][image]
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« Reply #5 on: June 05, 2007, 08:20:29 PM »

[image]
first try on this style... pretty bad. I might start a new one tomorrow.
@ptoing: great work, I especially like the green one. you've copied the style perfecty
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« Reply #6 on: June 05, 2007, 08:22:43 PM »

wow these are pretty sweet  Cheesy you must have tried hard blind
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Helm
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« Reply #7 on: June 05, 2007, 09:16:01 PM »

[image]

step one
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« Reply #8 on: June 06, 2007, 01:08:13 AM »

[image]

step one for me I guess...
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Ryumaru
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« Reply #9 on: June 06, 2007, 03:24:39 AM »

ive wanted to do a big boss ish sized thing like this in dodon style for a while, hopefully i can make some time.
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[image]
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« Reply #10 on: June 06, 2007, 01:53:23 PM »

Well, tried my hand at it too. Also my first piece of pixelart in photoshop, any of you people who use photoshop for this have a special kind of setup in photoshop for pixelling cause with all those AA tools its kinda odd Smiley.

[image]

I think it turned out ok, but the style imitation is still kinda lacking.
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Helm
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« Reply #11 on: June 06, 2007, 04:42:27 PM »

[image]

step 2
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Ryumaru
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« Reply #12 on: June 06, 2007, 07:14:33 PM »

hah heres my extremely rough step one:
[image]
give me a break im attempting boss size.
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[image]
piotrek255
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« Reply #13 on: June 06, 2007, 09:30:47 PM »

its a sub boss, the planes fly around him in various formations. there is no animation included, you have to imagine it....

done in 2,5 hours, need some finishing touches.


[image]
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« Reply #14 on: June 07, 2007, 10:50:55 AM »

quick 25 minutes , i think i'm getting a hold of the style... mhm, maybe not....

[image]
« Last Edit: June 07, 2007, 10:52:45 AM by piotrek255 » Logged

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« Reply #15 on: June 07, 2007, 06:42:50 PM »

Step 1:
[image]
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« Reply #16 on: June 07, 2007, 06:58:40 PM »

4) details galore. I leave this for the next person, maybe we can spot some standard design elements.


An ass load of divets, rivets, blocky armor, holes, protrusions, and various other elements. The idea is futuristic but bulky. A good example of this is Games Workshop's Warhammer 40,000 range of miniatures.

Take a look at this tank:

http://us.games-workshop.com/games/40k/spacemarines/catalog/spacemarines/images/SMRNLandRaider_large.gif

A lot of the same elements. Blocky, yet futuristic. Very extreme edge highlights with very dark crevices and shadows.

Another example:

http://us.games-workshop.com/games/40k/tau/catalog/images/battlesuit_cdr.gif

The details seem to serve no other purpose other than just looking really cool. Almost all of the vehicles are completely mirrored.


« Last Edit: June 07, 2007, 07:42:24 PM by am_pm » Logged
vierbit
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« Reply #17 on: June 07, 2007, 07:53:08 PM »

[image]
Cool challenge here. Man, I should really post more often here.
I found imitating this style not that difficult (it`s surprise me,
most of the time I really had a hard time imitating a specific style).

That Basically all Ships and Tanks are mirrored plus
the lighting is always comming from top helps alot when you want create stuff in
a short of time.

On a side note. I always wonder if the Designers had the many details planned
befor they start to draw, or if they simply start to draw.
I mean, all vehicles have so much random stuff smashed on their surfaces.
« Last Edit: November 03, 2008, 02:28:27 PM by vierbit » Logged
ptoing
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« Reply #18 on: June 08, 2007, 08:48:06 AM »

very nice vierbit. one little thing you could improve is making the bits that are frontal darker. Your ship has less surface definition than the ones in ddp.
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« Reply #19 on: June 08, 2007, 09:20:12 AM »

Vierbit thats awesome!!
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« Reply #20 on: June 08, 2007, 09:45:07 AM »

Yeah, that's pretty neat Vierbit. I'm with Ptoing though. And I'd like to add that it seems too "cold" to resemble the style. The sprites from DDP seem to use much warmer, hihg satured colours.
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vierbit
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« Reply #21 on: June 08, 2007, 07:44:53 PM »

[image]
OK update Time.
-changed shading in that way, that lower parts going darker
-also Colors are now more saturated
-some design changes, esp. middle part

@ptoing
I know what you mean,
and after compared the orginals with my one
it really looked a little flat.
« Last Edit: November 03, 2008, 02:29:13 PM by vierbit » Logged
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« Reply #22 on: June 09, 2007, 02:47:06 PM »

Just something quick. I've got too many projects going to make a large one. Maybe later.

[image]

Guess what game I just bought...

EDIT: Noticed the edges got AA'ed when I made it transparant. Pixed.
« Last Edit: June 10, 2007, 01:14:24 PM by snake » Logged
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« Reply #23 on: June 10, 2007, 01:12:53 AM »

Star Fox! Damn you Snake, that's so nice...

Makes me want to do a top-down Star Fox
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« Reply #24 on: June 10, 2007, 06:53:08 PM »

I had a go, but It's too much haphazard random shapes perhaps.
[image]
(Same palette as orange tank)
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ptoing
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« Reply #25 on: June 10, 2007, 07:02:08 PM »

Hey Arne, nice to have you here Grin
Hope to see more pixels from you.
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Helm
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« Reply #26 on: June 10, 2007, 07:46:31 PM »

[image] [image]
« Last Edit: June 10, 2007, 08:07:59 PM by Helm » Logged

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« Reply #27 on: June 10, 2007, 08:31:40 PM »

[image]

Helm, why greyscale? Do you work in that mode and turning into colors later?
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[image]
Helm
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« Reply #28 on: June 10, 2007, 08:42:29 PM »

Nope, just tried it this once. Didn't work out very well for this challenge. Nice entry by the way. Needs a bit less AA Tongue
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« Reply #29 on: June 10, 2007, 08:50:51 PM »

two fucking awesome ships there.  Helm's sticks truer to the DDP style, however Gas's looks amazing regardless.

after all the dodonpachi playing i've done, I should probably make one now...
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« Reply #30 on: June 10, 2007, 09:41:42 PM »

Actually I'd say Gas' piece is truer to the style.
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ptoing
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« Reply #31 on: June 10, 2007, 09:45:38 PM »

[image][image]
[image][image]

They are both about equally close I would say, just off in different respects. Both still ace tho.
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« Reply #32 on: June 11, 2007, 01:24:39 AM »

i think both of them are a bit more advacned than the style Tongue
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« Reply #33 on: June 11, 2007, 04:09:40 PM »

I like Helm's composition in this case more than the original. It stands a lot stronger, with a lot more depth. I can instantly see what it is, in contrast with DDP ships...
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« Reply #34 on: June 11, 2007, 11:57:24 PM »

Gas's and Helms are pretty spot-on, except for the use of smooth ramps, which are present mostly in Gas's. One thing to note on helms is how where the edges of two defined surfaces meet, there is actually a third color, making the edge appear less harsh, whereas in the DDP sprites, the edges of two surface's highlights almost never converge to make a third color.

They both do look amazing, nevertheless.
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« Reply #35 on: June 12, 2007, 11:26:30 PM »

Vierbit: The design is really close. I think you should put some shadow underneath the two engines above, something like that little red/pinkish ship in the examples. Also the grey metallics in your ship have too much saturation.

Gas13: Like others have stated, theres too much AA and smoothing in your ship also the design is abit different and passive compared to the donpachi ships (more jagged, pointy, rectangles). I like how the holds together though, it has an organic feel to it which is great.

Helm: Your advanced use of colors is too much for the donpachi style. Theres also too much outlining, but as a Helm piece it is still beautiful.

Heres my shot at it. I made a tank since everyone made planes. :p
[image]
« Last Edit: June 12, 2007, 11:31:56 PM by Omenith » Logged
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« Reply #36 on: June 13, 2007, 10:32:23 AM »

Omenith, I think it's a bit too saturated for the style, but as a tank in a shooter it's lovely.
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« Reply #37 on: June 14, 2007, 01:17:02 AM »

Thanks Presley,

On my way to readjusting the colors I also noticed that the lighting didn't flow right from top the bottom like the DDP sprites do also parts of the tank were too segmented.

Heres an update.

[image]
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« Reply #38 on: June 14, 2007, 07:47:33 AM »

Omenith,

Not sure if it makes any sense, still decided to let you know:

[image]

Since they are on the same surface and form another surface it's strange they have a different height. Maybe I read it wrong though.
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[image]
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« Reply #39 on: June 14, 2007, 09:39:07 AM »

I know.. its not very large,but im veery happy I was able to sort of  mimic style Smiley

[image]
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« Reply #40 on: June 14, 2007, 10:14:56 AM »

Omenith,

Not sure if it makes any sense, still decided to let you know:

[image]

Since they are on the same surface and form another surface it's strange they have a different height. Maybe I read it wrong though.

Makes perfect sense. I'm sure theres more of that going on; I'll have a look... didn't really take the height of the sections into consideration. I just built the tank up by making large base shapes then added or trimmed pieces to get that result.

Edit: Fixed

[image]
« Last Edit: July 10, 2007, 03:13:09 PM by Omenith » Logged
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« Reply #41 on: June 15, 2007, 12:31:44 AM »

Been looking at this topic for a while, and have decided to give this "Pixel-Art" a try. So I made this:

[image]

I know it's crap, but it's my first.
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« Reply #42 on: June 15, 2007, 07:05:03 AM »

Been looking at this topic for a while, and have decided to give this "Pixel-Art" a try. So I made this:

[image]

I know it's crap, but it's my first.

thats an edit, not something new....
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« Reply #43 on: June 15, 2007, 11:57:40 AM »

thats an edit, not something new....

You mean between these?
[image][image]

I don't really think it's an edit though he did make it too similar to really be an original ship. Why not come up with something a bit more original Chicken. Take your time and have some fun with some new designs.
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« Reply #44 on: June 15, 2007, 03:29:32 PM »

It's definatly not an edit Lollige, just look at the lines and everything. But it was heavily referenced (is that allowed?). I realized this when I was almost done with it, but finished everything to get a little feel for the teqnique. Now I'm starting another shiip and am not using any specific ship as a heavy reference. You may not think my previous ship original, and it really isn't, but as I said before I just wanted a feel. If that is not a good way to do it, please tell me.
« Last Edit: June 15, 2007, 03:37:08 PM by ctrl-alt-chicken » Logged
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« Reply #45 on: June 15, 2007, 07:20:38 PM »

Latest version:

[image]
« Last Edit: June 18, 2007, 07:52:59 PM by tomas » Logged
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« Reply #46 on: June 17, 2007, 05:48:40 AM »

Still a major WIP. It sucks as you can see  blind , but I had 4 hours on a trip  to a soccer tournament so I tidied some things up.

[image]

Some critiques would be nice.
« Last Edit: June 17, 2007, 05:52:38 AM by ctrl-alt-chicken » Logged
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« Reply #47 on: June 22, 2007, 05:22:20 PM »

Wow. I just wanted to say these are some seriously amazing ships.  thumbs up
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« Reply #48 on: June 23, 2007, 03:14:02 PM »

[image]

Tank
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« Reply #49 on: June 23, 2007, 03:22:19 PM »

You rock too hard for your own good snake. Very, VERY excellent.
Matches the style the best of all made so far in my opinion.
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