Posts: 2,914
Threads: 96
Joined: Dec 2009
04-17-2015, 07:38 AM
(This post was last modified: 04-17-2015, 07:40 AM by E-Man.)
Your bit of advice reminds me of a similar bit of advice Cyberguy will benefit from, Gors.
I think it's better to rough out the animations first and overall do baby steps instead of doing everything at once. Whether you use solid, basic shapes or rough, sketchy blobs, don't jump right into applying the detail. That way, when something looks wrong, you'll be able to correct it in a state where applying such a change won't cause you to rip out too many hairs.
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart
it's ok to suck, sucking is not bad, just try and aim to always do your best!
Posts: 105
Threads: 3
Joined: Mar 2015
I do have bad habit of jumping the gun when it comes to detail. I'll try to slow down a notch in the future.
Posts: 105
Threads: 3
Joined: Mar 2015
04-20-2015, 10:13 PM
(This post was last modified: 04-20-2015, 10:20 PM by Cyberguy64.)
Alright, I've got this character I plan on developing a game around. I highlighted a couple of animations I made of him in my first post.
I decided to shrink him down a notch and see how that affected my style. Which do you think would be nicer looking/more practical for game design?
Posts: 50
Threads: 1
Joined: Apr 2015
(04-20-2015, 10:13 PM)Cyberguy64 Wrote: Alright, I've got this character I plan on developing a game around. I highlighted a couple of animations I made of him in my first post.
I decided to shrink him down a notch and see how that affected my style. Which do you think would be nicer looking/more practical for game design?
In terms of animation, smaller/less detailed is always easier.
Posts: 105
Threads: 3
Joined: Mar 2015
04-25-2015, 01:57 AM
(This post was last modified: 04-25-2015, 02:00 AM by Cyberguy64.)
Yeah. That's what got me leaning towards the smaller sprites too. I'll probably keep the bigger ones hanging around though. Might come in handy.
At any rate, I cleaned up Draco's sprite a bit, as well as spriting his supporting cast and antagonists. I like the way his two buddies came out. Not so keen on his rival or her mechanic, though. Something about their shading feels off, and I can't put my finger on it. I also sprited Draco's eight alright, five directions for practice getting different angles down.
Posts: 1,664
Threads: 50
Joined: Nov 2011
The face on the beaver is strange. Maybe you could move the whole nose+mouth area to the right and make the other line (whatever it is) have selout.
Posts: 36
Threads: 7
Joined: Jun 2013
/r/ more of the bird plz
Corpulence makes a man reasonable, pleasant and phlegmatic. Have you noticed the nastiest of tyrants are invariably thin?
Posts: 105
Threads: 3
Joined: Mar 2015
04-27-2015, 06:41 PM
(This post was last modified: 04-27-2015, 06:57 PM by Cyberguy64.)
Alright, so I've cleaned up the mammal characters' faces somewhat, (Though the rat still bugs me, somehow.) I also got a walk cycle going for Draco's smaller sprite. I'm not 100% sure if I want to try to squeeze any designs/details onto his flaps at this scale. You think ribs/icons/specks would be worth it?
The rat probably bugs you because he's wearing a baseball cap on his nose?
I also think the beaver guy could use some tweaking in shading. Nice work on the others!
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
05-02-2015, 03:35 PM
(This post was last modified: 05-02-2015, 03:35 PM by Ridge Troopa.)
Lots of great stuff in here man! Should've stopped by here earlier.
The shading on the beaver's stomach can probably be shaved down even a little bit further. On the squirrel and rat's arms, try to reduce some of the pillow shading near the back by using certain colors more for the darker parts - like you did on the beaver's.
For Draco's walk/run, he hangs on the extreme frames for too long. To fix that, you might try adding/editing the frame right after it so the legs and arms are moving back just slightly, like a pixel or two.
Posts: 105
Threads: 3
Joined: Mar 2015
Taking a break from Draco stuff to stretch myself and practice bigger spriting. *Plays Banjo-Kazooie theme on a ukulele."
Posts: 105
Threads: 3
Joined: Mar 2015
Working out Cobalt's sprites and overall design in this style. I've changed up his posture somewhat and made his hands a lot bigger, since technically they're his front feet.
Posts: 105
Threads: 3
Joined: Mar 2015
Alright, I've redone both the Sterling Siblings in this simpler style. I brought up their last designs for comparison. I definitely think that I improved their overall pallates and facial designs. Cobalt's new physique works, but I'm still a little nervious about Geo. Humans have always been tricky for me to get down, so while I certainly FEEL like it's a definite improvement, I'd like a second opinion.
I don't know, but I think those sprites look too cluttered (I think it's the inside outlines). Try using less of them for small details.
Minimizing the colors was a good idea, although I have to say I prefer the original head on the second sibling. The new hair/face shape just doesn't flow quite as well, and he's sort of looking to the side.
I agree with Gors though - these are nice, but there are way too many small black-outlined details going on. It's just hard to see everything, especially on Draco.
|