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I did pretty much a lot of pixel art recently, some are for my game project, some include my OCs.

First of all, I did a title screen concept for Protein Gaze, a little bit too straightforward compared to other title screens which I intentionally made as innocent as possible without too much nudity but I hope that a vague silhouette of oversized throbbing balls is not too much.

Also got hit by a sudden idea to extend the number of mini-games in my project to 7 instead of 6 but this is my final decision as there's no more growth plots left to exploit. I just realized that I also could do a butt growth thing and got too tempted by it to not include it. Also it's a nice variety as Volk was always naked in every mini game and his nice sport outfit from episode 4 of the show is something nobody paid attention to in art. I imagine it being a classic horizontal runner game where you need to avoid some obstacles, jump over other obstacles and collect sport growth pills or something like that but, as you can see, the growth works in a bit odd way for Volk, haha. Making a proper run cycle animation within such a primitive style was a bit tricky but it turned out well and pretty hot. Run cycle shows 7 stages of Volk's butt growth for 7 levels.

As for pixel art with my OCs, I apologize, I know I usually release pixel art publicly much later after Patreon to make it beneficial for patrons but it was just a very spontaneous idea I had to make and post in time for the 4skin day. It's needless to post it here but I'll leave it just in case.

It's my first NSFW art featuring another OC of mine, Jack Tallhead, glad to finally expose his sexiness. It's also my first pixel art made with Multipaint assistance to authentically imitate Amstrad CPC aesthetics. By assistance I mean that Amstrad CPC was one of those old 80s PCs which had these odd horizontally stretched pixels which are in fact two pixel bricks. So, in order to make it easier, I just drew a normal pixel art in Gimp as I usually do (it's not much of a big Patreon benefit but I left this version here too), then I had to do one trick which is illustrated here (yeah, I FINALLY learned I can actually paste images right in my post, so it will be easier to share tutorial things, no more confusing shit and screenshots mixed in one bundle with art, damn, I'm such a dumbass)

You see, when I try to put a simple pixel art in Multipaint while picking some PC style with long pixels it does some weird blurry shit, this is how it tries to stretch the pixels. To make it closer to what I want I need to compress the initial image 50% horizontally. It comes with small issues because obviously vertical lines one pixel thick can't be compressed 50%, you can't have half a pixel, so some lines just disappear and the image in multipaint has some outlines broken in places. But easier to fix this than deal with all that blur shit.

The palette below shows how many colors you can have in Amstrad CPC, it's 16 but it can be any colors out of Amstrad's 27 color palette for your current needs, you can set them by using RGB sliders on the right which can be in only three positions. As you can see, hot pink is a mixture of pure red and pure blue with no green, if I put green in a middle position it will be lighter pink I used for speech bubble, with all sliders set to the right it will be white. Odd, isn't it? But this is how RGB works.
And then I messed around a little bit and converted this art to Commodore 64 colors.


It was a bit trickier than just recoloring because technical limitations of Commodore 64 were different than Amstrad's. Despite C64 was more powerful and better for games, its palette was more muted, limited to 16 colors and most importantly, the screen was divided in 8x8 pixel squares where each square could contain no more than 3 colors + key color (the color of "nothing" which is usually used for background, the one you're mainly used to see as black in early video games. In Commodore 64, the key color fills the frame around your image, in this case it's blue) which you don't see in CPC. So, when I converted my CPC pixel art to Commodore 64 mode, some squares which where more than 3 colors got messed up and the program tried to recolor it the best way possible but this is just messed up. This way the letters got broken, a bit of purple shading on a dick head became an orange color of the vein, some pixels of the frame got wrong etc. So I had to figure out how to change the elements to make it look good.

Right after I finished this one, I felt hyped to work more with old PC aesthetics and tried to make a Commodore 64 artwork entirely in Multipaint unlike Jack Tallhead art which was made mainly in Gimp and then converted with Multipaint. This way I created my new wacky sexy work with Zed and Mark showing how gay these two boys are. It turned out so well that I even decided to give it some simple animation. Really enjoyed working on this one, I love to deal with authentic retro pixel art aesthetics nobody around modern nsfw artists cares about.


Also tried to apply Amstrad CPC colors to it, it actually looks pretty good compared to muted minimalistic C64 palette, Zed Vector looks very accurate to his original design, Mark is a bit less as his original colors are more nuance and can't be recreated within Amstrad limitations but anyway. But honestly, even despite the colors are much more accurate in CPC version, I still love C64 version more so it feels more like a C64 pixel art first of all.
Going to make a longer animation of this today btw, with Mark giving Zed a proper blow and them busting a nut in the end.

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