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Knox' Sprites etc.  (Read 34195 times)
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Knox [Posts: 170]
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  • [September 21, 2009, 02:34:38 AM]
Knox' Sprites etc.
« on: September 21, 2009, 02:34:38 AM »
Well this is a little one I've been working on for the last few nights.

Need a little help if you guys don't mind giving me some crits and pointers.

« Last Edit: December 31, 1969, 11:00:00 PM by Knox »
    • Modding version: PSX
  • ~Auranhiem
    Zalge
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    • [September 21, 2009, 02:54:28 AM]
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    « Reply #1 on: September 21, 2009, 02:54:28 AM »
    Just by looking, it seems like It would have over 16 colors...
    « Last Edit: December 31, 1969, 11:00:00 PM by Zalge »
    Knox [Posts: 170]
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    • [September 21, 2009, 03:24:45 AM]
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    « Reply #2 on: September 21, 2009, 03:24:45 AM »
    I didn't use any colors not already in his sprite to begin with.
    I got all the gray off his midsection, if anything its less than 16 colors once i take the greenish blue out all the way.

    The main issue im having trouble with is the upper body and hair, we'll worry about the legs when i get to them.
    « Last Edit: December 31, 1969, 11:00:00 PM by Knox »
    • Modding version: PSX
  • ~Auranhiem
    Vanya [Posts: 3958]
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    • [September 21, 2009, 03:25:19 AM]
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    « Reply #3 on: September 21, 2009, 03:25:19 AM »
    It looks like a solid concept so far.
    That bit of hair sticking out in the first frame is inconsistent with the other frames.
    It looks like it should go straight down, hence it wouldn't be visible from the angled front view.
    Also, the back plate in the back view is missing the trim.
    « Last Edit: December 31, 1969, 11:00:00 PM by Vanya »
    • Modding version: Other/Unknown
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    Asmo X [Posts: 1689]
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    • [September 21, 2009, 03:36:18 AM]
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    « Reply #4 on: September 21, 2009, 03:36:18 AM »
    Many parts of this have been pillow-shaded to hell. That's where you have a dark outline around an object and then try to grade the shading from the inside out. Pretty common for new guys. You need to study other sprites more. See what angle the light source is coming from and try to respect that at all times. Don't outline things.
    « Last Edit: December 31, 1969, 11:00:00 PM by Asmo X »
    Knox [Posts: 170]
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    • [September 21, 2009, 03:45:29 AM]
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    « Reply #5 on: September 21, 2009, 03:45:29 AM »
    I think i know what you mean, about the outlining, but could you humor me and give me an idea of what you mean?
    I had Vanya's ramza open using it as a reference, but I'm trying to give it a more detailed look if possible.
    And it also is harsh, because I'm trying not to add any new colors too it although i may have to add another shade of gray into it to make the detailing nice.

    I really haven't spent alot of time on it and so far its just been a little hobby in what little free-time i've had lately.
    « Last Edit: December 31, 1969, 11:00:00 PM by Knox »
    • Modding version: PSX
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    MiKeMiTchi [Posts: 1947]
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    • [September 21, 2009, 12:28:27 PM]
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    « Reply #6 on: September 21, 2009, 12:28:27 PM »
    Quote from: "Tersius"
    Here's a link on shading pixel art if you are like me and didn't know exactly what "pillow shading" means: http://www.natomic.com/hosted/marks/mpat/shading.html


    hope that helps.
    « Last Edit: December 31, 1969, 11:00:00 PM by MiKeMiTchi »
    Jot5 GFX Designer :: Spriter :: Mitchi
    Knox [Posts: 170]
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    • [September 22, 2009, 04:55:26 PM]
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    « Reply #7 on: September 22, 2009, 04:55:26 PM »
    I really noticed what you meant by pillow shading and did my best to not do it.
    But I've taken the sprite in another direction now and I'll explain;

    I really liked the way that the new sephiroth sprites shoulders were looking, and am trying my best to make a new ramza for FFhacktics for more variety for you guys. So i used the idea of the shoulders for ramza's more armored look and i intend to mix some new color into it but heres a rough look of it. I'm having a little trouble with the frontal view as you can see here:

    « Last Edit: December 31, 1969, 11:00:00 PM by Knox »
    • Modding version: PSX
  • ~Auranhiem
    Seushiro
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    • [September 22, 2009, 05:23:45 PM]
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    « Reply #8 on: September 22, 2009, 05:23:45 PM »
    Yeah Sephiroth's arm pads do look good. . . tried to fix the frontal and use my fierce Ramza head which i used for Marche on my patch and looks bad ass. . .
    « Last Edit: December 31, 1969, 11:00:00 PM by Seushiro »
    Knox [Posts: 170]
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    • [September 22, 2009, 05:42:23 PM]
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    « Reply #9 on: September 22, 2009, 05:42:23 PM »
    I think i got something that might perk some eyes, I stumbled onto this fooling around a bit with the palette and I am pretty excited about how good it looks.

    As for Seushiro's input, I love the fierce eyes but am not wild about the hair changes. And yeah the shoulders look so much better.

    Anyways guys, tell me what you think:

    « Last Edit: December 31, 1969, 11:00:00 PM by Knox »
    • Modding version: PSX
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    Seushiro
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    • [September 22, 2009, 06:21:31 PM]
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    « Reply #10 on: September 22, 2009, 06:21:31 PM »
    i think it is too bright. . . from what palette did u get that red? try taking it from the oracle or a dragon. . .

    mine was already dark but still does not look good ingame. . . especially in the raining stages where the characters are wrapped in a bluish tint. . .
    « Last Edit: December 31, 1969, 11:00:00 PM by Seushiro »
    Knox [Posts: 170]
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    • [September 22, 2009, 06:31:49 PM]
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    « Reply #11 on: September 22, 2009, 06:31:49 PM »
    I didn't grab it from any certain palette, i used photo-shop for it.

    It's not really easy to convert the bmp's palette so i only know how to change the colors via replace color in adobe photo-shop.
    « Last Edit: December 31, 1969, 11:00:00 PM by Knox »
    • Modding version: PSX
  • ~Auranhiem
    Seushiro
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    • [September 22, 2009, 06:42:16 PM]
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    « Reply #12 on: September 22, 2009, 06:42:16 PM »
    I see. . . well we use Graphics Gale which can copy palettes and move into another sprite. . . try that program it is freeware. . . and it can also count and cut colors to 16 if needed. . .
    « Last Edit: December 31, 1969, 11:00:00 PM by Seushiro »
    Knox [Posts: 170]
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    • [September 22, 2009, 06:46:02 PM]
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    « Reply #13 on: September 22, 2009, 06:46:02 PM »
    I tried it, and i really couldn't stand it. But anyways as for the blue backdrop, My colors seem to blend quite nicely with it as demonstrated here:
    « Last Edit: December 31, 1969, 11:00:00 PM by Knox »
    • Modding version: PSX
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    SilvasRuin [Posts: 1405]
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    • [September 22, 2009, 06:54:53 PM]
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    « Reply #14 on: September 22, 2009, 06:54:53 PM »
    The blown up version looks very saturated, but I have to admit I like the crimson look the smaller has.  Is there a way to fit more colors in there to try and cut out some of that really bright red and give the sprite a bit more healthy contrast?
    « Last Edit: December 31, 1969, 11:00:00 PM by SilvasRuin »
    Seushiro
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    • [September 22, 2009, 06:56:10 PM]
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    « Reply #15 on: September 22, 2009, 06:56:10 PM »
    I just made the blue back drop to see the hair off my sprite. . . but in game just see for yourself when it comes to the shadow areas, rain stages, etc.

    but really u should consider graphics gale. ..  I also came from Photoshop CS before moving over just for the palette editing and there are tons of tutorial here on that. ..

    * edit ur concept just made me think of Iron man colors and can make it possible for a custom again ^__^

    sorry once an idea pops just have to create it T__T
    « Last Edit: September 22, 2009, 07:11:09 PM by Seushiro »
    Knox [Posts: 170]
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    • [September 22, 2009, 07:02:02 PM]
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    « Reply #16 on: September 22, 2009, 07:02:02 PM »
    I'll see what i can do, having trouble implementing the pads from sephy into the sideview.

    Here's where im having trouble =/



    You can tell i guess its too high? Hm..
    « Last Edit: December 31, 1969, 11:00:00 PM by Knox »
    • Modding version: PSX
  • ~Auranhiem
    Seushiro
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    • [September 22, 2009, 07:27:40 PM]
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    « Reply #17 on: September 22, 2009, 07:27:40 PM »
    get the darkest red and use that to outline the upper area of the pad. ..  (THIS IS FOR THE MIDDLE EDIT). . .
    « Last Edit: December 31, 1969, 11:00:00 PM by Seushiro »
    Knox [Posts: 170]
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    • [September 22, 2009, 07:52:28 PM]
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    « Reply #18 on: September 22, 2009, 07:52:28 PM »
    You'll have to show me, I did what i thought you meant but it threw everything off.
    If you don't mind that is.
    « Last Edit: December 31, 1969, 11:00:00 PM by Knox »
    • Modding version: PSX
  • ~Auranhiem
    Seushiro
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    • [September 22, 2009, 07:57:26 PM]
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    « Reply #19 on: September 22, 2009, 07:57:26 PM »
    Here. . .
    « Last Edit: December 31, 1969, 11:00:00 PM by Seushiro »
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