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Pokémon Platform [Charmander Anim.]
#16
(05-30-2011, 12:35 PM)Chris2Balls :B Wrote: there was dithering on the gba versions actually.

I know but they didn't use it near as often as the GBC days and now has for the most part, phased out.

(05-30-2011, 12:35 PM)Chris2Balls :B Wrote: if animating a sprite, i don't recommend dithering: it's far too laborious.

Well, that just depends on how much work and time your willing to put into a sprite. Obviously if your working on a game and it has a deadline, you want to hurry up so your quality lessens, where as a little side project done in leisure it will have better quality as you will have more time and a little bit more passionate. Not to say this is set in stone, but for the most part it's true.

EDIT: Chris, did you know your "[:B]" fucks up quotes? It thinks the "]" part is the end of the quote tag and throws the rest of the info into the quote. I ended up just getting rid of them.

[Image: seeeegaaaaaaa.gif]

SEEEEEEGAAAAAAAA!


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#17
Hey, well, like no one likes Dithering on Pokémon Sprites, I deleted it, and did "some shadows":
[Image: Bulbasaurstandleft-25.png][Image: Bulbasaurstandleft-15.png]
Look at the difference, if you don't like it, spit it out Tongue

I just deleted the Dithering and some more things, I guess, so, it's not the big thing >.>
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#18
Too little contrast. Bump it up a bit.
So he found the heart in barren land
It was beating, still alive
He held it gently in his hand
And looked up to the sky
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#19
Did it:
[Image: Bulbasaurstandleft-27.png]
Is the Contrast fine now?
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#20
Not really, it still looks like it blends together. More contrast on the dark areas is a must.
So he found the heart in barren land
It was beating, still alive
He held it gently in his hand
And looked up to the sky
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#21
(06-03-2011, 10:13 PM)isael-21 Wrote: Hey, well, like no one likes Dithering on Pokémon Sprites, I deleted it, and did "some shadows":
[Image: Bulbasaurstandleft-25.png][Image: Bulbasaurstandleft-15.png]
Look at the difference, if you don't like it, spit it out Tongue

I just deleted the Dithering and some more things, I guess, so, it's not the big thing >.>

Now that's too many shades. You want to limit each shade of a sprite usually four or less per color. My color counter is getting 18 colors, there should only be 10-12 in this sprite.
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#22
dont use attachments bro.
also that dithering is completely useless.
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#23
Then disable the attachment option if you don't want people to use it, brah. (I'm serious on this one.)
I already replaced the link for an offsite one, btw.


(Reposted message)

Have you tried using the game palletes from official Bulbasaur sprites instread?
I know you aren't because I compared the colors, and recolored one of your sprites to see if it makes a difference. (I posted an example so you could see it by yourself)
[Image: 0cd058a5165f6395068f1862fcffe321.png]
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#24
[Image: VP1kk.png]
again, the dithering is completely useless. either because the contrast is really low, the upscaling you did to it kills the blending it is suposed to create, the size of the sprite doesnt really allow it to work properly and basically because there is no reason to use dithering on that sprite.
also just because you can, doesnt mean you should. if it was for me it would be disabled.
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#25
I stopped using Dithering, that was when I was using it, not knowing I couldn't use it,
I deleted some Colors, so the Sprite has now 16 colors, that's the maximum it can have, right?
[Image: Bulbasaurstandleft-32.png]
And, it has the Colors of the Official Games, the ones that Maneko brought me,
...?
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#26
Alright.
I've seen this thread progress,
but the sprite really isn't getting that much better.

It doesn't need the actual game palette.
The game palette isn't actually that great.

The biggest problem right now is the pallette.
I think you're looking for a crutch for it.
Something to use instead of your own.

Like using the actual game palette.


You shaded the body like a gradient, which is not working at all.
Look at Metaru's.
It's only got 4 colours making up the body whereas you have 7.

Metaru's has good contrast,
yet your's has a gradient.

I suggest you look at more green colour sprites and find a way to make your own good-looking palette.

Because these ones you have,
are not working.
At all.
[Image: FmY9K.jpg]

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#27
about the dithering issue, i was refering to maneko's edit.

but using the dithering on that also carries theoriginal's problem to an extent wich is shading that body with a gradient. you see, the main problem of using a gradient is that you dont reflect said body's surfaces being hit by the lightsource(giving it defined highlights, rendering it completely flat.

take a cube for example. a cube would have one of its faces being directly in front of the lightsoyrce applied to it, wich would make it brighter than the rest of the faces. at the same time, the face wich is in the exact oposite of the light source would look darker because the bcube 's shape would cast a shadow over said face. finally, there would be two remaining faces that would be partially hit by the light and therefore would cast a color that would "theorically" be between the brightest color and the darkest color.

on more complex objects it works in the same way, although considering that unlike a cube, round surfaces would require a more subtle, less rought transition between highlights and shadows.
[Image: ipad-lightsource-photoshoot.jpg]
when it comes to sprites, you dont need to really worry about having every surface properly afected by a lightsource, but yet you do need to apply said shadows on key places so it would be easier for the viewer to notice the volume and shape of your character/object. specially if you cant aford to use a basic linework to determine an object's shape because its either too small or because it would look bad to do so.
[Image: QdBgH.png]
solid blocks of color would always, ALWAYS have a higher contrast and provide much mroe readbility rather than working your way with dithering patterns.

and its most likely that if you consider a dithering pattern as a need in your shading process then you probably suck at dithering and would ultimately make a huge mess that would look like shit so for the 273891273981723983127th in my life, do not dither.
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#28
(06-04-2011, 09:43 PM)Fuchikoma Wrote: about the dithering issue, i was refering to maneko's edit.

All what I did was recoloring one of his sprites and nothing else.
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#29
compadre, i'm more than sure you're aware that the dithering on that sprite is out of place. leaving it made you part of the problem(at least in this case)
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#30
Cherrypicking things just for the sake of pissing people off, as I can see.
This is why TSR can't have nice things.
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