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Retro64's Customs
#16
Update on Boshi, made a walk cycle.
   
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#17
Update on Waluigi, animated shoulder dash.
   
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#18
Update on Boshi, three more frames of animation made:

Eating:
   
Jumping:
   
Spitting:
   
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#19
Trying out a new art style, tell me what you think!

Banjo:
   

Mario:
   

Diddy:
   
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#20
(09-10-2018, 12:49 PM)Retro64 Wrote: New Sprites Dedede & Meta Knight (Modern)


While the original sprites while accurate to their original art they are outdated now by the modern designs first introduced in Super Star and haven't changed much since (Dedede and Meta Knight at least) So I wanted to try and update them.
Dedede took the most time, his sprite had very different proportions compared to what we have now (again accurate to art but weird today).
[Image: 185?cb=20170809172948]
Meta Knight most mostly small things like different mask details, eyes, cape and his sword was made the galaxian.
Decided to make an entirely new sprite instead of editing since I am updating Dedede to the current style:
   
Once I'm done with spriteing it then I'm going to down grade the colors.
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#21
Here's a preview of how Dedede will look with his NES palette.
   
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#22
Update: New Sprite, Hogwash DKC Style.
   
This took a very long time to do, downgrading a render to under 16 colors is very difficult, but I'm pretty happy with the end result!

Here's a better palatte for Hogwash:
   
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#23
That's neat! Dedede looks a bit too square, though.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#24
Update on Hogwash, finished flying animation:
   
Not sure what else to make since he's only appeared in one game and this is all he's done. I would say its complete however it doesn't feel like it has enough to be submitted because it only has 4 frames of animations. Anybody have any ideas?
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#25
(09-28-2018, 04:11 PM)Retro64 Wrote: Update on Hogwash, finished flying animation:

Not sure what else to make since he's only appeared in one game and this is all he's done. I would say its complete however it doesn't feel like it has enough to be submitted because it only has 4 frames of animations. Anybody have any ideas?
I realized what i was missing, the turning and defeated animations.
Here's the turning animation:
   
Defeated animation coming soon!
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#26
I cant really comment on Hogwash, but i think generally speaking you're on the right track to improve and definitely should challenge yourself on more complex pieces. I think the main thing you should work on a little is your line work, you seem to be a bit stiff, i think it might be due to a fear of making things unreadable? I think working on more complex, maybe larger pieces, will help you learn what you can leave out and tricks on what can and can't be covered in certain ways.

Your colour choices and technical skills seem pretty solid for now, i think by improving your line work your pieces can really begin to pop!

Also, animation wise: The animation for Hogwash looks a bit jaggy, this will be tough in DKC style as the sprites were pre-rendered, making them vastly harder(not impossible, but harder) to imitate. The lighting seems to flip so im pretty sure you flipped frames halfway? I'm unsure, but making each frame separate will help the animation flow and seem less rigid Smile
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#27
(10-01-2018, 03:51 PM)JewyB Wrote: I cant really comment on Hogwash, but i think generally speaking you're on the right track to improve and definitely should challenge yourself on more complex pieces. I think the main thing you should work on a little is your line work, you seem to be a bit stiff, i think it might be due to a fear of making things unreadable? I think working on more complex, maybe larger pieces, will help you learn what you can leave out and tricks on what can and can't be covered in certain ways.

Your colour choices and technical skills seem pretty solid for now, i think by improving your line work your pieces can really begin to pop!

Also, animation wise: The animation for Hogwash looks a bit jaggy, this will be tough in DKC style as the sprites were pre-rendered, making them vastly harder(not impossible, but harder) to imitate. The lighting seems to flip so im pretty sure you flipped frames halfway? I'm unsure, but making each frame separate will help the animation flow and seem less rigid Smile
Thanks, outlining is a problem I have, I used to make a ton of NES styled sprites which need outlines because of the limited color palette. Which got me into a habbit of giving thick outlines on my sprites. I think you're right working on larger pieces would help that.

Hogwash has been an odd project by making it as accurate a possible I have only been downgrading official renders (like Rare did) to create sprites, then editing them to create movement. The problem is since Hogwash only appeared in one game he was very few renders to work with. I've only found 3, and one of them is a standing render which never happens in the game so it only leaves me with two.
Any shading on the sprites have been directly carried over from the render so it is quite odd that the shading flips, thanks for pointing that out.

Really appreciate your critique. Big Grin
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#28
I will recommend, instead of building from an outline, build more from blocks, i would give you an example but currently i do not have my mouse at hand, but essentially, make the head a red head shape, then the body a blue body shape, the arm a green arm shape, all filled in, then shade those. Outlines are not always necessary and should be an afterthought in my opinion.
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#29
   
HE HAS NO STYLE
HE HAS NO GRACE
HERE'S A WIP OF LANKY'S FACE
In all seriousness I'm starting Lanky Kong in the King of Swing Style!
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#30
(10-02-2018, 05:35 PM)Retro64 Wrote: [Image: attachment.php?aid=8796]
HE HAS NO STYLE
HE HAS NO GRACE
HERE'S A WIP OF LANKY'S FACE
In all seriousness I'm starting Lanky Kong in the King of Swing Style!
Update on Lanky, finished the rest of him, probably start trying to animate him soon.
   
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