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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Sat Apr 09, 2016 3:43 pm 
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Hmm. Maybe for the purposes of demonstration, you could exaggerate the sel-out on your example? I can barely see it even when zoomed in. Some artists like anubis use colors from their shading as outlines when they're facing towards the light-source. Here's an edit:

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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Fri Dec 02, 2016 3:28 pm 
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Pretty slick guide dude, when animating 2D cycles for my characters in digital illustration. Pixel art always scared me because of the itty bitty clean up in each frame. one pixel could make or break you

 
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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Mon Feb 13, 2017 11:06 pm 
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Very good for beginners.

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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Sat Feb 25, 2017 12:01 pm 
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Banding is a type of pillowshading where shades are directly based off of a line's shape. It's almost always jarring to look at, so try to avoid it wherever possible. An example of banding on an actual sprite can be seen below:
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I actually prefer the one on the left. It really depends on what art style you're going for. But just because someone like myself doesn't make their sprites super cartoony like the one on the right, doesn't make them objectively bad or inferior. Some people like myself prefer more shading.

I agree that banding should be avoided, but what you showed was not banding. This is what banding looks like on an actual sprite:
Image

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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Sat Feb 25, 2017 2:22 pm 
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No, that's pillowshading. What was in the original is indeed banding.

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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Sat Feb 25, 2017 4:35 pm 
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Huh? What? Huh?
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the left sprite is not "realistic"/"non-cartoony" shading. the left sprite as KA pointed out is in fact banding and the example you provided is pillowshading.

"realistic" or "detailed" shading would be something like this:
ImageImage

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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Sat Feb 25, 2017 8:26 pm 
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If I may bounce off of Mit, shading is supposed to convey form, which banding doesn't do very well. It varies, but it's kind of a "less is more" thing.

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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Sat Feb 25, 2017 9:08 pm 
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"Banding is a type of pillowshading where shades are directly based off of a line's shape." Are you sure this isn't what I showed in that screenshot? lol

He even says it's a type of pillowshading. You need to go into more detail next time.

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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Sat Feb 25, 2017 9:14 pm 
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Huh? What? Huh?
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TheWahGamer wrote:
"Banding is a type of pillowshading where shades are directly based off of a line's shape." Are you sure this isn't what I showed in that screenshot? lol

He even says it's a type of pillowshading. You need to go into more detail next time.

it's a type of pillowshading. what you demonstrated was pillowshading without a lightsource. banding is pillowshading with a lightsource. furthermore, pillowshading doesn't technically have to follow the line's shape, only be (excessive) shading without a lightsource.

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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Sat Feb 25, 2017 9:34 pm 
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Oh alright. I get it now.

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 Post subject: Re: Mit's Official Unofficial Spriting Dictionary
PostPosted: Fri Sep 15, 2017 4:45 pm 
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Very nice info thanks for sharing. Creating Sprites look very time consuming

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