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Sailor Uranus Sprites
#1
Need critique and feedback. Do you get that KOF vibe when seeing this?

[Image: uranusrun1_zps522f1a6e.png]

Base Sprites were made by ShinaUsagi777
[Image: uranusrunrv.jpg]

[Image: frankenspriterunuran.png]
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#2
No, it looks more like the original sailor moon sprite.
KOF is known for its unique style, maybe tweak it a little more.
[Image: mugen.gif][Image: 41583772.gif]


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#3
What I meant was the pose. I'm keeping the same SM arcade sprite style.

The one thing a lot of the mugen artists and programmers do with this sprite style is make a lot of moves that either look awkward, focus too much on the super moves or don't really make sense. Just try searching for "sailor mugen" and sadly most of them don't focus on the core gameplay of the character and focus too much on super spamming. I'm trying to make the sprite look simple and yet awesome at the same time.

I've updated by making her legs skinny since her original SNES base sprites were skinny to begin with.
[Image: uranusrunupdate.png]
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#4
Well no, again. I mean it seems you are trying to copy Mai's/Vice's run cycles? Or splice then edit? There wasn't enough info in the first comment.

I say draw/sprite more of the running animation, when you finish it have it run as a gif if you want people to comment on your animation? If that's what you are going for.

Also the base sprite is bad quality, is it JPEG? Maybe upload another version or look up the game it was from on this site.(I'm sure you'll find it and many more refs if you need them)
[Image: mugen.gif][Image: 41583772.gif]


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#5
I don't what I'm looking at here. Are you just recolouring a SNES sprite to make it look KoF style?
[Image: randomimage.cgi]
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#6
(03-04-2014, 07:29 PM)Goemar Wrote: I don't what I'm looking at here. Are you just recolouring a SNES sprite to make it look KoF style?

There's actually a lot of editing involved especially with the face. The original Snes has over 6 pixels for the eyes. The Sailormoon arcade sprites only have 4 pixels excluding the eye brow and sometimes eye shadow. I had to trim some pixels for most of her legs as the original base sprites were thinner. Another thing was the upper body as the Snes sprites had a shorter upper body which I added a little to make her suitable for the arcade sprites so that she'll be evenly proportioned.

[Image: uranotry.png]

(03-03-2014, 08:26 AM)Virtuaboy123 Wrote: I say draw/sprite more of the running animation, when you finish it have it run as a gif if you want people to comment on your animation? If that's what you are going for.

[Image: uranrun1.gif]

This was tough even with Shinausagi's help. Mixing Vice and Mai's running leg animation is a bad thing as it makes the running animation look choppy so instead of having 6 frames of animation I had to add 2 more. I'm never gonna mix and match running frames again.

It still needs more work as the skirt in some of the sprites doesn't look right.

(03-03-2014, 08:26 AM)Virtuaboy123 Wrote: Also the base sprite is bad quality, is it JPEG? Maybe upload another version or look up the game it was from on this site.(I'm sure you'll find it and many more refs if you need them)

Yes it is Jpeg. Can't remember why I saved it as JPEG.
Here it is.
[Image: basespriteuranrun.png]

At this point I'll most likely work alone as the spriter for the base sprites is busy working on the openbor game.
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#7
After making an edit of one of the sprites of that last sheet you showed, I realized those were not the ones you were asking critique on... But I guess most of the problems translate to your own sprites.

[Image: PdiCJGE.png]

Since this is a MUGEN character, I'm not sure how decent you want your sprites to look, but I'll give you some pointers and you see if they help you any.

First off, the palette you're using is not suitable. I kept it for the most part in my edit since color picking is a bother (I did replace the blue since it was just too dark to help illustrate anything) , but you should try extracting some colors from actual KOF sprites to make it look better. Currently, her skin has a really weird color. Furthermore, the contrast is really low between shades, which is no good.

The thing that stands out the most, shading-wise, is her leg. It has a really severe case of pillow-shading, which is generally ugly to look at, and doesn't help giving the object volume. Pillow-shading is discussed in the spriting dictionary, though I drew a little visual at the bottom to illustrate. In my edit (which I made using Mai as a reference) it's implied the light comes from above, whereas the other sprite implies the light comes...from within the object.

I also tweaked the face a little since the original sprite seemed to have her faced punched inside... There are other tweaks on the anatomy that are necessary, but I didn't bother doing those.

I made the shading on the shirt and the skirt less aggressive, using Athena as a reference, and overall, removed most of the solid outlines in favor of outlines with sel-out.

Mine isn't quite KOF, but hopefully it gives you some ideas on how to fix your sprites. If you don't recognize some term, I'm sure the spriting dictionary defines it.
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#8
(03-12-2014, 11:34 AM)Iocus Wrote: After making an edit of one of the sprites of that last sheet you showed, I realized those were not the ones you were asking critique on... But I guess most of the problems translate to your own sprites.

[Image: PdiCJGE.png]

Since this is a MUGEN character, I'm not sure how decent you want your sprites to look, but I'll give you some pointers and you see if they help you any.

First off, the palette you're using is not suitable. I kept it for the most part in my edit since color picking is a bother (I did replace the blue since it was just too dark to help illustrate anything) , but you should try extracting some colors from actual KOF sprites to make it look better. Currently, her skin has a really weird color. Furthermore, the contrast is really low between shades, which is no good.

The thing that stands out the most, shading-wise, is her leg. It has a really severe case of pillow-shading, which is generally ugly to look at, and doesn't help giving the object volume. Pillow-shading is discussed in the spriting dictionary, though I drew a little visual at the bottom to illustrate. In my edit (which I made using Mai as a reference) it's implied the light comes from above, whereas the other sprite implies the light comes...from within the object.

Thanks for the advice and critique as it did help a lot since I've made dozens already I haven't posted here and started re-editing them again. I'll work on the colors later as soon as I download gimp. My biggest problem really are shading. Her shoe straps are also troublesome.

Just worked on a single frame for her overhead attack.

[Image: uranoverheadtry.png]

Biggest problems I have are the skirt which I think might be a little too long which needs to shave off a few pixels and her legs. The original sprite from Juri seems to take advantage of the optical illusion as I wouldn't even notice the misalignment in the legs and her arm is hidden so there is no need to add more details.
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