@combustocrat@DintheAbary Hoo boy I haven't heard Bomberlink's name in years. That was back I think when I first got a wacom. Sketched out intros and endings. You could tell that project was something special even in those early days
@JRCheney1 Many thanks - I've actually never done any professional artwork, it's been a side hobby all these years to balance out a very left-brain engineering career. Glad you liked the website. I hope it's inspired a bunch of creativity.
@Michafrar Skull Man's a check, on its way; hadn't thought of how to mix in tops yet, but I've been trying a cyber ocean with mechanical seaweed and it can't quite get it right. I guess there actually is something to this 'prompt engineering' thing after all..
@jared_jeronimo Mainly color blending/antialias. 2 adjacent color dots on a monitor would emit at least some light and so naturally blend their lights/colors together. Pure black is pure off, the harshest effect. No blending - a light-vacuum. Also the contrast level may not match the backgrounds
@ScrollBoss It's a tough spot, on the one hand, the time investment needed to learn 3D is borderline unrealistic, but on the other hand, Blender can now do VR which brings my dream of a virtual walkthrough of Cat's Lair within actual reach
Had to bite the bullet last year and start learning 3D for work. Such things require inspiration and where better to start than the simple clean shapes of the Mega Man universe? Pictured: this guy was my favorite of them all
@combustocrat I had read up on how they did it - https://t.co/Bvd1oS1pft (people keep saying a new Darkstalkers would fit better in that style than SF5) and youtube searches show people are pulling it off in Blender. It's just, you know, 3D, the most tediously agonizing art medium ever devised
@dadotronic Many thanks. One part that takes figuring out is how big the art should be. Regular fighter sprites seem too small while large images do better, but there may be such a thing as too big.
One of my favorite art styles is the light-handed contour hatching over marker/watercolor you'd see back when game artists worked in physical media. I often tried different ways of adding hatching into my pixels as a kind of ramped-up (but less animation friendly) dithering.