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Mike Blackney

Posts: 375
Filters: 57
I figure it's about time I post a thread with some of my works in progress since I've been so slack at submitting my filters lately smile:D

At the moment I'm trying to make procedural pixel art so I've been making a couple of different filters for that. Here's some of them:

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Mike Blackney

Posts: 375
Filters: 57
Another from the same filter:

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Mike Blackney

Posts: 375
Filters: 57
I like wackier colour schemes with it

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Mike Blackney

Posts: 375
Filters: 57
This is a batch render test with an earlier version of the filter. I think it could be really interesting with the right texture

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Mike Blackney

Posts: 375
Filters: 57
I'm also trying to make whole play areas. I keep wishing that FF had a wind/height effect that was faster than my Height filter for proper isometric buildings.

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Mike Blackney

Posts: 375
Filters: 57
And more isometric looking stuff. I think I may have a bug in my EGA/colour reduction filter because occasionally colours are very slightly off smile:evil:

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Kraellin
Kraellin

Posts: 12749
Filters: 99
those first three are a bit too small to really evaluate, but i like that fourth one, the second to last.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Mike Blackney

Posts: 375
Filters: 57
Thanks Kraellin smile:) Of course they're small, they're pixels!! >_< ... ahem. smile:D This is the first three at 2x.

I'm really focusing on trying to get some good detailing right now, I want to improve the design a lot by adding more structure but I'll only do that now that I know I like the details.

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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
Thanks Kraellin Of course they're small, they're pixels!!


uhm, ok, if you say so. looks like more than one to me. smile:?:
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Mike Blackney

Posts: 375
Filters: 57
Sorry Craig, I wasn't trying to negate your comment, that was meant to be a joke smile:) You obviously were saying the images were too small, not the pixels, but I thought it was funny to pretend you meant "those first pixels are too small," since you can't get anything smaller that a pixel.

Here's some later ones. I think that the detailing is approaching the Hawken/Neo Tokyo/spaceship hull kind of look I was going for.

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Mike Blackney

Posts: 375
Filters: 57
And another. All of these only have seven different colours in them. I think I'll try 8 though to add just a little more depth.

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Mike Blackney

Posts: 375
Filters: 57
I've just worked out my colour reduction problems. I found the option under Rendering for output dithering -- with that unchecked, FF was outputting lots of colours that were slightly off (like red=224 for one pixel then the one next to it was red=225), which is usually fine but isn't good for indexed colour images.

Here's a little height offsetting, not sure if I like it

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Mike Blackney

Posts: 375
Filters: 57
And even more height offsetting. This one's pretty weird.

It's exactly how modern offices feel to me. I keep seeing cubicles, computers, boxes, water coolers and disorder but only out of the corner of my eye

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Orteil
but certainly

Posts: 85
Filters: 51
Filter Forge + pixel-art ? This must be Christmas.
Mike, how are you doing that height offset ? Script ? I've tried different approaches in FF1, to no avail...
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Mike Blackney

Posts: 375
Filters: 57
Thanks Orteil smile:) that's what I thought as well.

Yeah, unfortunately it's using a script. I did the same thing in FF1 and as I see it, you just need multiple input samples per output pixel. It would be possible for sure in FF1, but it would get complex fast.

The core of this effect really is just my Height filter plus my I dream in EGA filter, then there's a bunch of processed tiles shoved into them. You need FF2 to use both of them, though.
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Mike Blackney

Posts: 375
Filters: 57
Here's something I've been working on - a gun making filter. I'm not sure how far I'd like to take it, though.

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Mike Blackney

Posts: 375
Filters: 57
And here's another batch of the pixel art environments, applied to 3d models. I like where they're heading, I want to make a Metal Gear Solid 2 style texture set smile:D

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lipebianc
FFF = Filter Forge Fan

Posts: 566
Filters: 12
Quote
Mike Blackney wrote:
Here's something I've been working on - a gun making filter.


WOW!!! Very nice one, Mike!
And btw: great pixel art suff you have here, keep up!! smile:)
"From the moment we are born, we start being filtered..."
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Mike Blackney wrote:

And even more height offsetting. This one's pretty weird.

It's exactly how modern offices feel to me. I keep seeing cubicles, computers, boxes, water coolers and disorder but only out of the corner of my eye




WOW!! This one here is the one that I like most of all, is very weird, interesting, and feel very well caotic BUT ALSO very well organized and beautifully disordered in a good way and as you say, I too keep seeing many things through this artwork, and looks like an aerial view of a city or as you say modern offices.

I think that this is the best version and looks very beautiful and surely in a bigger size would be really stunning
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Mike Blackney

Posts: 375
Filters: 57
lipebianc: thank you! smile:)

SpaceRay: thanks! smile:)

I'd like to share these, but they're neither of them very fast.
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