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Tip: "originality" shouldn't get on the way of quality.

I'm not telling to abandon light gray forever, but white isn't like pure black, that eats sprite space. White is a perfectly ok color.

I've been using pure white for all my works for all this time, and I really think they don't look boring or default.

If your sprite looks default, it is not because of pure white. It is because of other factors.

As for making sprites hard to observe, just... make the background a different color. I believed everyone did this already?

We aren't working on a limited computer or device with limited colors. Of course, pixelart works with smaller palettes, but ditching a perfectly fine color just to be "original" just doesn't do it for me imo. In fact, this makes the speite newbie-looking, but this is my personal opinion.
Oh no I completely agree. It's just a little annoying for me to look at the sprites when the background keeps getting changed back to pure white (instead, transfer that white to the sprites). I had it a nice shade of purple where the sprites could be easily seen, but it wasn't kept.
And honestly yeah, I only use off-whites or light greys if white happens to look too bright in a piece. Sometimes I use it and sometimes I don't.
I also think that black was kept for the outlines for the purpose of being readable on backgrounds and stuff so I don't think anything can be done about that.
(07-13-2012, 03:44 AM)-Bwar- Wrote: [ -> ]He definitely is an inspiration, I would have never thought of fixing it like that. Looks amazing now, great job

If we did maps it would be an interesting challenge to make them platformer oriented yet non-linear like the levels themselves. There's some old fangame I remember somewhere for BK that had a good example of that, I'll see if I can dig it up sometime.

I tried to implement the jaw editing x0_000 suggested, seemed to turn out good to me. Also did Jinjos, the Jinjonator, and King Jingaling.

[Image: eg4Nf.png]

Since Jinjos vary in some colors throughout the games, I tried to give them each the best I could belly wise

I think White Jinjo needs a little lightening up. Right now he looks grey.. and we all know what happened to them 3:

[Image: 300px-Grey-jinjo-house.jpg]
Eh oh well it was just an experiment I was trying. I still want to see if anyone is able to make the eyes more coherent.

As for the white not being pure white... well it's because of the transparent select on MSPaint... yup that's the truth of it. I sprite on MSPaint and the default background is always white. So to prevent anything white in the sprite from being transparent, I use a slightly different shade.
right click with the color picker any color other then white
that will set it as the new background color
Well... yeah but then when you drag the sprite around you get the white background too instead of just the sprite... Of course i could change the background to another color not being used in the sprites.
You shouldn't work on white as a background color anyways.

See, the surrounding color strongly affects your color perception. A more neutral tone than bright white is beneficial. Genki ^_^
I seriously think the yellow and red palettes need to be missed around with more..

They look like such dull colors for a style that is suppose to replicate the "bubbly and colorful" characters of B-K.
And Kazooie needs to be worked on. Something about her REALLY bothers me. : / Perhaps it's going back to what I stated about the red and yellow colors.

But, overall, good work everyone!
They're dull? I don't see what you mean. They certainly not desaturated if that's what you are saying? I tried the reddest red for Kazooie.
I apologize. I meant what you said about it not being desaturated.
I believe he means to tone down/play with the hues of the red as it's pretty much just default red ATM.
Oh I see! Heh sorry I didn't get that before.
Sorry for being a bit MIA

I've looked at some of the last few posts and thought that perhaps it might be helpful if I took some reference shots that somewhat correlate with the position the sprites are facing.


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Koopaul your changes to Klungo sort of clash with the way he's represented in-game, especially his new girth. He's actually not as bulbous as he usually seems to be, most pictures in angles seem to give off that illusion. Compare this screenshot with this reference I used when making the sprite.


His face is also a bit off but I can understand where you were going with it. Your redesign makes him a bit too friendly, too approachable mainly. Klungo's supposed to look mean and brutish, it's his personality and pitied position that he gives off that sets him out. Barring the Gameboy Game artworks aside, Klungo is physically deformed in many ways, not just his eyes. His face is misshapen and he's supposed to look more "off". When I look at what you did I don't see the minion I fought in Tooie but I do respect what you were trying to do.

Also the changes in everyone else seem odd. I know the eye perspective in the other sprites is bothering occasionally but it's a nice sweet spot to otherwise odd looking alternatives.


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Gors the changes you've done shading wise are great, a much needed fix for my errors thank you. The only thing I can see an issue with would be Humba.


Though Tooie's limitations obviously hinder what could have been brought to Humba, your sprite strays a bit too far from what embodies her. Humba seems a bit too "fiery" in what you were going for. Like Mumbo she is prone to insults and whatnot and does dig into others at times, but she's not Kazooie-level personality wise.

I'm not sure where you were going with her visual redesign but taking a guess here, it seems like you're trying to find a middle-man between Tooie and Nuts and Bolts designs (though this is just a guess, sorry if I'm incorrect).

As much as I hate to admit, she does give off a sort of mild "sex appeal" of sorts even in her redesign (If that's considered sex appeal, heh). Shortening her and removing those aspects while giving her that type of pose really messes with what she was, it's hard to see your sprite as being Humba based on who she's been portrayed to be.

I do like that you tried to take out the stiffness of the other poses though, that's definitely a needed addition.

On your Grunty though I think her face looks too lopsided that way. Just my opinion though, I'm not sure if everyone else feels that way.


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Star, looking at Kazooie I was wondering if it might benefit to change her size a tad. I mean I know Grunty's size is a bit off for style sakes but even letting some things slide, cramming a bird of that size into the backpack of that size seems a little wierd. I suggest a small size tweak that brings her down a bit, but not too much.

The pallette does need some tweaking though, something that wouldn't mess too harshly with the other sprites yet allow for more flexibility. Humba in particular might benefit from having her own skin pallette though, it'd really do wonders for her.










I've tried to synch a few select changes Gors and Koopaul made with this sheet and apply the correct palette to places. Also lightened up the white Jinjo a bit like Kriven suggested. I might have made errors though, point em out if you would.

[Image: KbSD1.png]

In the process of completely redoing Brentilda though (the fairy witch). I'll post that in a bit when I get the chance
Done










If anyone happens to be working on Boggy, just a quick note that although his "muzzle" does seem to be pretty similar to Banjo's, there's actually a few key differences. Just decided to grab it just in case anyone wanted to see.

http://i.imgur.com/etK90.png
Why haven't you ripped all the models yet? Tongue
I don't know why but I just don't like that blue shade on the eyes...

Ahem if you are wondering why Klungo looks so strange it's because I was this as a reference.

[Image: MumboVsKlungo.png]

Yeah I should've probably done the N64 model instead. I also made him larger look how small he is compared to Banjo!
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