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that looks cool but I would make concrete borders on top.

(I missed your sprites Shy )
I'll probs start doing textures just so I can avoid practicing characters in that view. The floating head was what I was working on before I realized it was nearly as big as the door lol. Dat hair doe.
Two years of improvement:
[Image: eGz0G7L.png]  --->[Image: OyzABj1.png]
...Really? The second version was drawn two years later?

Personally, I actually like the old version a lot better. The pixel art technique is not as good, but the face has a lot more personality and the palette is more vibrant. I think for the newest version, you tried a little too hard to make X look more realistic. Realism is not always better!

Anyways, for the new version I would suggest adding a bit more volume to the face. It's a little flat right now, and some well-defined cheekbones could convey his maturity a lot better. The shading on the helmet could also be a bit cleaner. I'm not sure what you had in mind by adding the bright, isolated pixels along the outline of the helmet, but they certainly don't look very clean. Try removing those and getting rid of the pillow shading on the V-shaped part above X's eyes.
[Image: QYlagT3.png]    Better?
[Image: F2L1gpu.gif]
Progress on the aforementioned Akuma chop edit. Still needs one more frame, the one where he has swung his hand all the way down.
[Image: V4WS0ou.gif]
Done with the animation. Should be releasing an update of the Mugen character incorporating it within a few days.
(03-29-2015, 02:29 PM)felineki Wrote: [ -> ][Image: V4WS0ou.gif]
Done with the animation. Should be releasing an update of the Mugen character incorporating it within a few days.

You need to have a frame where his arm goes down a little bit after the last frame, and then starts to pull up before going back to the normal idle animation.
This is how the original animation was, frame by frame. I'm doing this for a Mugen conversion where I'm going really indepth in terms of gameplay accuracy and such, and altering the animation too much by adding extra frames and other stuff would make things start to not match up and otherwise complicate things. If I was just doing a chop animation from scratch for some new project without all the baggage and expectations and such attached I'd probably do it a bit differently.
I did something stupid.

[Image: IEAphZH.png]

Added a crappy screaming Luigi's Mansion edit too.
(04-24-2015, 10:14 PM)TomGuycott Wrote: [ -> ]I did something stupid.

[Image: IEAphZH.png]

Added a crappy screaming Luigi's Mansion edit too.
http://www.vg-resource.com/thread-4632-p...l#pid76411
both are really hilarious
Idk I was bored:
[Image: wip_zpsgoljbzjx.png]

Just some ability stars from Kirby's Return to Dreamland, except they're pixelated.
Also some bad shading here.
[Image: wACNPS5.png]
I've come a long way from the crappy dithering sprites of yesteryear to what I do now (even If I don't sprite a whole lot these days)
[Image: iXk7a4d.png]

EDIT:
[Image: v8f8gMT.png]

[Image: Ct9GyFk.png]
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