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Ashura's Alchemy Lab
#16
Might want to add more of a shine to the silver armor, unless you're going for a "worn metal" look, which is cool, too.
As for the leather armor, try adding some dark pixels in little lines to have a sort of stitched effect. Also, add little side things to the wood sword so that it doesn't look like just a club with some holes in it.
Overall, you should try enlarging the eyes so that they're more recognizable as eyes from a distance. Other than that, these are looking pretty cool.
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I'm DeathByJaguar, but you can call me Ricky, I guess. I dunno. I draw, program a little, and am writing a novel that has no title at the moment.
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#17
the sprite's face looks squashed. Like, the face ends right after the eyes. You might want to redo some parts of that in orer to improve readability

the metal parts don't look metallic enough, add contrast and bright highlights. Also I think you're using way too much colors in this sprite. Cut some of them and increase contrast in general. For example, look at his pants or hair. It's almost basically the same color.

also his pose is a little tilted backwards, try flipping the sprite horizontally to see any imperfections.
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#18
(07-28-2013, 07:55 AM)Gorsalami Wrote: the sprite's face looks squashed. Like, the face ends right after the eyes. You might want to redo some parts of that in orer to improve readability

the metal parts don't look metallic enough, add contrast and bright highlights. Also I think you're using way too much colors in this sprite. Cut some of them and increase contrast in general. For example, look at his pants or hair. It's almost basically the same color.

also his pose is a little tilted backwards, try flipping the sprite horizontally to see any imperfections.

While I appreciate the critique, most of what I was trying to accomplish is worn metal, so bright shine is not something I was going for at the least. And the part about pants and hair, if I were to cut out some colors wouldn't I need to add others to make the hair different from the pants? And even with that, I was trying to work in a limit of a set about of colors, so I had to improvise and make the under armor and hair the same color.
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#19
[Image: DB79k2i.png]Usually forget to update, not a big surprise. Anyway 8bit Sabrewolf
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#20
Unless you're layering, that's not 8-bit.

8-bit is three colors plus transparency.
You're using four plus transparency.
[Image: ndsMEF0.gif][Image: sig.gif]
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#21
Being it would be used in a slight mega man type of area for a mock up image, the tan would be used off of mega man's palette, which is basically how most RMs using tan in the sprite got quite a bit of colors. Still wonder how they pulled off plant man. I'm not trying to make it look too much like the mega man style either though.
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#22
while edits recolors and frankensteins are sins of the spriting world, I really wanted to know what I could make with 3 different mega man X enemies, I present the totally original Bubbles Mk II [Image: qZLnT2z.png].

But onto the more custom side of things, I present a guy with no name and is in some snazzy pants that I hate [Image: 2a40fd8af10c9c1acfa4b771f8d03d42.png]he is also, totally original.[Image: 543c6507308b70901a75c6b8eb434ce1.png]comes with mega man legs version as well. That is all.
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#23
That Bubbles is extremely pillow shaded
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#24
(02-13-2014, 03:38 PM)Vipershark Wrote: That Bubbles is extremely pillow shaded

Which is the main problem of the MMX style, its probably the most pillow shaded style from capcom. The shading wasn't done by me at all other than 2 parts of the sprite.
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#25
[Image: 792b93afba895b410a0b2d8062bcc221.png]While i'm absolute shit at animation I try to substitute it with visor shining. Yeah I should probably learn how to actually animate something.
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#26
[Image: IT6xmay.gif]Finally got something to show animated.
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#27
Looks pretty good thus far,, though might I suggest using more of a lighter, neutral color (maybe a de-saturated light blue or even purple) for the backgrounds? it's difficult to read what's going on in the sprite against that green. I know it's not much of a crit, but it's really helpful so others can see the spritework.

I'll definitely be keeping an eye on your work, I see some potential. Don't be afraid to stray from particular styles by playing around with stuff, too; I find that it's easier to improve if you have fun with the whole process.

I'm not particularly stellar at idle animations, but it's always important to remember that part of "selling" a motion is making sure that things bend and move believably: if a character's hand is rising up, then their elbows will likely bend with the movement.
Keep it up, and don't be afraid to ask for specific help if you need it. Big Grin
Salvador Dali Wrote: Begin by learning to draw and paint like the old masters. After that, you can do as you like; everyone will respect you.
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#28
Alright, thanks. I will keep the background color in mind. I managed to quickly whip up a gif that may or may not improve the readability. it was only made to be an avatar. [Image: iRR5EjY.gif]
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#29
[Image: 8857d36d5a8f8171673c6fe33232e27a.png]Decided to try something new, a hentai monster.
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#30
First, I'm just gonna address the color palette, because I think that's a good place to start.
the shades in the sprite are a bit too close together and it makes it hard to make out certain details on the sprite. I made some tweaks to the colors here:
[Image: TH7zlcM.png]
Of course, at the end of the day, color choices are up to you. I opted to use more vibrant colors so that the red and green stood out from each other a bit more.

Notice how the shade of green has a slighter blue tint to it? we often call that hue shifting, and it's something that can be seen in nature. a rule of thumb that I often follow is:
if something is in shadow, use cooler colors; if something is in light, use warmer ones.
Salvador Dali Wrote: Begin by learning to draw and paint like the old masters. After that, you can do as you like; everyone will respect you.
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