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Gaia's Other Works
#76
The 4th on the right... I'm not sure what it is. I think it's a woman but it's hands, feet and to some extent head make it look like a monkey girl.
[Image: randomimage.cgi]
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#77
I tried a pom-pom style hair (you know, that HUGE ball of hair in some anime chars? yeah those), and apparently failed (just didin't know it at the time). Designs are pretty terrible too, feel free to nitpick so I can correct them in the new style.
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#78
I think globally, you tend to draw quite squat/blocky characters: this impedes the sprites' readability because of the silhouette being so squashed up.
Let's take your Megaman:
[Image: 1WMc0.png]
I've made an edit to make the limbs more visible. Making the head more recognisable was a bit harder, however.
I hope it helps!
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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#79
Hmm, I did once consider I was spriting in cramped conditions once (but that led to a smaller sprite style). And with this, most of my work ends up looking squashed, and that's not a very good thing.

But with this new insight, (using a known character's shilouette when spriting) it will most likely help with my sprites in the long run.

In the meanwhile, have a gundam..head. I dunno where I was going with this.

[Image: 2cpahwl.png]
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#80
I thought it was a diving Sea Turtle... Gundams are never easy to read but the colours and line-art makes this one more so.
[Image: randomimage.cgi]
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#81
Try the wire frame way of drawing, i think it helps a lot more when getting good dimensions.
I used to draw my sprites bit by bit, like head then shoulders (top down really). But once I finished it the whole body was either slanting or something was too big/small on the body.
[Image: mugen.gif][Image: 41583772.gif]


Love Gotta Have it:
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#82
That was to kill time, this is what I'm actually working on (alongside with trying to work a battleplan for X's issue)

[Image: 25gz0c4.png]

An explosion effect, which is wip. Above it is machine gun fire based off Super Robot Wars J's machine gun animation.
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#83
Really nice work, I really enjoy the colour palette you incorporate with your sprites! Going through the thread and seeing the general feedback the people give I tend to agree with the readability point. The style you imploy is very unique and very cool, but sometime it makes the silhouette suffer. I think if you can find a way to make sure that everything on a character is readable from a pure black perspective you'll become a spriting force to be reckoned with Big Grin
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#84
[Image: nd1qc4.png]

I better start cracking now on my entry, if I decide that an animated gif is gonna take too long, as I had two conflicting thoughts of going with a simple animation or a full re-imagining of a game, with Raita is a start. The poses above the soon-to-be reimagined designs are pose refrences to boot.
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#85
you're using so many colours, yet lack contrast on several ramps and everything looks kinda pillow-shaded, especially that blue/grey robot guy in the middle.
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#86
(08-11-2012, 05:57 AM)Previous Wrote: you're using so many colours, yet lack contrast on several ramps and everything looks kinda pillow-shaded, especially that blue/grey robot guy in the middle.

Isn't that guy a sprite from the original game? I thought the only one he updated was the fourth one. I'm also not sure we can fault him for the palette, since this is for the weekly challenge, and using the original palette is a rule.
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#87
(08-11-2012, 01:02 PM)Keiang Wrote:
(08-11-2012, 05:57 AM)Previous Wrote: you're using so many colours, yet lack contrast on several ramps and everything looks kinda pillow-shaded, especially that blue/grey robot guy in the middle.

Isn't that guy a sprite from the original game? I thought the only one he updated was the fourth one. I'm also not sure we can fault him for the palette, since this is for the weekly challenge, and using the original palette is a rule.

Apparently people got confused about me giving these guys a facelift/general idea. I'll explain.

You see, Skeleton gave the contestants 'da OK to re-design the character/s of our choice, so that is what I'm doing now and 2/4 protags are done (simply put, I had to make the doc a ghost instead). Once Azuki is done (seriously, what is up with her origional design?), I'll move on to the atagonists the next goal would be to get them to match the poses that's on the first row, followed up by a backrgound from the game, and if possible, and origional bg.
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#88
[Image: as22f.png]

Just wrapped up the first phase of the sprite. I just need to find some flaws before shading (shading being the obvious one here, although the current palette is temporary).

Hand was a major pain in the ass. Anyone got tips to correct it's potential flaws? Also I think his right (our left) arm seems a bit off too, or I've just tinkered with it too much. Head's not all that perfect either, as you know how the hair is when spriting.

The leg's shading was a nightmare to pull off. I bet it's gonna take awhile to fix that, as the shading was meant to be based off Puyo 20th.. Unless I draw some elements from the Madou games and combine both. All and all I think this might be good breaking away from the usual sprites I often do when it comes to size (estimated roughly 20x36 or smaller) and trying out a new shading method all while looking for a working -sprite- style for a game project with dragon boy.
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#89
[Image: 20kb1tw.png]

I just noticed capcom's recent character (the "star" of Mega Man Xover) seems to litterally look like the bastard child of every mega man fan character ever made, even the likes of bob and george, mine, and others although I just recently stated awhile back that my ref is not a fan character anymore.. Sick
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#90
Seems they stole your fan character. Tongue
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