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March 29, 2024, 01:23:54 am

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Messages - Twinees

41
Looks great, and you are definitely welcome! The sprite looks near finished now, I think maybe mess around with the purples a bit more and it'll be great!

Now onto the portrait haha! Back to me bitching about 'FFT colours are necessary routine', because its true.
Rule of thumb for FFT portraits in terms of palette:
      -Darkest colour should be #302828 (RGB: 48/40/40)
      -For human portraits there should be 7 skin tone colours + black/darkest colour.
      -Background colour and white of eye (sometimes not used for elderly aged people)
      -Then the remaining 6 should be the other colours you want for your palette

If you can't get enough colours, you have to use existing colours like browns from the skin to make things work, but its not easy. Get creative I guess! Good luck.
42
Hey there, welcome to FFH.

First of all, your sprite for the most part looks okay but there are some small issues I'd like to point out. First of all, your palette will be an issue once you import it ingame, part of making sprites for FFT is getting them to match which isn't easy. But changing the palette so it matches is a good step in making them fit. So grab some colours from existing sprites (not ones from the forums, those already in the in the .iso file) and hopefully that will help. Keep in mind that the darkest colour/the black should pretty much always be either #282820 or #282828 (or RGB values of 40/40/32 & 40/40/40 respectively) although very rarely these values can be slightly different depending on the sprite.

I've also noticed that the sprite's head on the front diagonal view is slightly misaligned which is making him look up slightly. One of the easiest ways to check if a sprite is correctly aligned is using the arms/hands. So I quickly made this to show you what I mean:

I used the small colour for the eye, and the black dot that is noticeable on most FFT sprite hands to determine the correct positioning. Your head was 8pixels and 14pixels away from the black dot whereas the original cloud sprite was 7 and 12px. After doing this though, its made the sprite look slightly weird, like it's head doesn't sit right or the angle is a bit off! That's why its so important to start with the correct positioning as you begin pixelling, especially if you are doing something very custom like you are.

Other than those things though, the rest is pretty good! You made some good choices for the bases of the sprite, well done!


The portrait is indeed mine, but I am slightly confused about some of the edits you made to it. Some of the edits and colours are a bit strange, particularly the saturated red and the slightly separated skin tones sometimes. From what I'm guessing, the edits seem like they were intended for use with multiple palettes. However, you should focus on one palette for Basch in my opinion.


Anyway, I hope this helped somewhat. I may have come across too harsh maybe, but it's necessary and important to get the basics right!
43
Hey. Glad to see you still working hard at it after my suggestions.

Good choices with using the colours from Ramza and Rafa.

The reason for why the sprite looks so odd when you make the darkest colour the one I suggested, is due to the other colours you are using (also the colour you are using [at least this is what photoshop is telling me] is #1c1c14, which is a little bit darker than #282820 [unless the colours got messed around with during resizing/uploading?]).
Also the original male knight used 4 colours for the cape, it looks like the darkest white/grey from the original has been replaced with the darkest colour from your palette so there's more black area. (You are currently using 14 colours in your palette, so 2 are unused. You could revert back to the original male knight cape and use 4 whites/greys instead of your current 3. However, this would require a lot more editing unfortunately!)

But forewarning for your next sprite, your darkest colour should either be #282828 or #282820.

But what you've got there already looks pretty damn good, great job.
44
Hi there. Sorry for not posting earlier but I don't hang around in the forums much anymore.

First off, great job! The sprite itself looks pretty darn good, and you've done a great job with the turban. The suggested palettes you have are okay. The primary colour you are using, for the cloak and turban, (for all the palettes) look perfectly fine. However I'm not liking the other colours.
For example your first palette:
          - Whites are good
          - Darkest colour should be #282820
And then the rest of the colours for that first palette are a bit too saturated. Definitely grab some colours from existing FFT sprites for those others.

For the portrait its looking pretty good, but there are a couple of things I would like to point out. First of all, you have some white right next to his right (on our left) eye which should not be there. If you have a look at all the other FFT portraits you will also see that they don't have that. Secondly stick with FFT colours for the skin colours in particular, although it may not look it, it is fairly necessary to keep the skin colour the same (most skin palettes are pretty similar in FFT) so it matches in game! But what you've done there is pretty good. I'll make a quick edit to the portrait to show what I mean and some other stuff. But I'm very impressed, I wouldn't have been able to do something to this standard when I first joined this site

Edit:
Sorry, when I start editing I get carried away! I fixed some of the things I mentioned like the colours and what not and messed around with the turban a little bit. Hope I helped at least somewhat. Go ahead and change the gem colours back to purple though, the blues I used were purely there because I liked the colours. Also I find it handy to always work in the 32x48 canvas size so I can use all the space effectively! Good luck!
45
Spriting / Re: Luiakyn's(Omnir's) Sprites
September 11, 2014, 10:56:34 pm
Great job Luiakyn, I love how each is very very unique compared to others. Gotta admit, the Lucavi for Sagittarian is definitely my favourite.

There still needs to be a little bit of clean up on all of them, but I'm glad you have concepts down for them all :).

Good luck
46
Great job seushiro, keep it up. Just do those things Kage has suggested and you should be golden.

(Oh by the way, the Edea sprite concept I made uses the female squire legs)
47
Spriting / Re: Luiakyn's(Omnir's) Sprites
May 06, 2014, 04:54:12 am
Yeah I definitely agree about humanizing him. All of the lucavi look like a mix of beast and human (which I assume comes from the idea of the lucavi taking a humans body). Good idea.

48
Spriting / Re: Choto's maybe sprites
April 23, 2014, 04:10:48 am
Great job Choto. It's awesome to see that you finished this, Umaro is a great character and you've done a great job. When I'm feeling up to it next I'll have a look through the sprite and tell you some more things about it or I can fix some things that look a bit odd if you want.

I used Jimmy's outlines and came up with this. It still needs a bit of polish but hopefully that helps you out Choto. Its pretty minimal with the colour usage, I think 12 so you can really do anything you want with it :P.

Don't doubt yourself Jimmy, you're a great pixel artist.
49
Spriting / Re: Kagebunji's sprites- Moving on...
April 21, 2014, 11:28:03 am
Haha good. Viva la revelution!
50
Spriting / Re: Kagebunji's sprites- Moving on...
April 21, 2014, 10:59:39 am
Do not copy the eye over, the eyes are perfectly fine as they are. They should not be as you have done them on the sprite on the left, never is it done anywhere like that on a FFT sprite. The fad of the double eye colour started a long time ago and I put a stop to it :P. Never shall it return!!! Seushiro, go back and fix all your sprites with eyes like that haha.
51
I will make some edits to the Hero of Light shortly and edit this post to show you some places that could do with some clean up :).

I much prefer Jimmy's original colours for Squall, the current are a bit too saturated in my opinion.

Haha, got to it before you could Jimmy :P. Hopefully this is some help for the Reno portrait.
52
Spriting / Re: Kagebunji's sprites- Moving on...
April 21, 2014, 06:48:43 am
Both versions look great though I really can't decide which I like better.
Instead of squeezing the palette you could alternatively just get rid of the highlight altogether, it should look fine. Though that decision is up to you :P.
53
Spriting / Re: Choto's maybe sprites
April 19, 2014, 09:56:18 am
Haha awesome stuff. Just maybe watch out for some frames where his is getting chopped off (I'm not sure if you'll be able to fix that due to size constraints though)
I'm not a big fan of the purple following the grey though, but its great that you are shading with a good amount of colours so you can swap palettes at any time (good thinking :D).
54
It's great to see you come up with so many new things to look at. I'm really liking your Goku sprite the most out of all of these so far.
If you are struggling with Genesis's hair, just start all over from scratch and begin his hair anew. Its sometimes best to try again using a different base. You've got the Dante sheet right there, why not use his hair as base? :)

Bravely Default characters: Watch out with some of your placement of feet, hand and head positions. Its quite important to make sure that each has the right proportion to each other and such. This is most noticeable on Edea, she looks quite hunched over (this is the same for Yuna)!

Chocobo: It looks rather... robotic. Considering the only real piece of robot technology in FFT is Worker 8, maybe look at some knights armour from medieval ages and try to base the armour on that instead. And keep an eye on your shading particularly for this, if you compare the original chocobo to your current, the lighting on the armour should be very different.

Great start with all of them though, interested to see more :)
55
Spriting / Re: Luiakyn's(Omnir's) Sprites
April 11, 2014, 12:10:43 pm
Alternatively to hide his back you could always give him a huge tuft of hair like a minotaur is generally depicted with:
56
Spriting / Re: Choto's maybe sprites
April 11, 2014, 12:03:31 pm
Yeah sure. Pretty much every all FFT sprites use the colour #282828 or #282820 as the darkest colour (the black). You said you used Rafa as your palette reference so if you look at her eyes and her hands you will find it :P. It is hardly used on her though, the only other place is on her feet.
57
Spriting / Re: Luiakyn's(Omnir's) Sprites
April 11, 2014, 04:56:17 am
Its looking pretty tops so far Luiakyn. One thing I will mention is the position of his arms though. Perspective wise this seem a bit off and I've drawn on your WIP2 to show you what I mean. Everything generally follows the 2 pixels across, 1 pixel down rule (as you may already know about) for this perspective. And with the red lines I've drawn you can easily see how the original sprites follow that also so either his left arm should be moved back, moving his right arm forward quite a bit or moving his right arm down a few pixels. Anyway I made a quick edit to show you what I mean (moved his right arm down). Another thing probably to quickly mention is his horns also seem slightly different sizes. (Another thing to note is that you are using a different colour for the black </3 it should be either #282828 or another one which ive forgotten :P)


I just wanted to mention these things before you got any further through the sprite :P. Can't wait to see more :)
58
Spriting / Re: Choto's maybe sprites
April 11, 2014, 04:01:31 am
Looks great Choto, don't forget about the black colour though (In my opinion the most essential colour)!
59
You kind of lost the spikeyness and in turn he looks like he has a small head of hair with your new edit of Reno (the sprite). But the goggles look pretty good. I made an edit for you, so do whatever you want with it :P
60
Spriting / Re: Luiakyn's(Omnir's) Sprites
March 21, 2014, 06:30:17 am
Just thought I'd quickly say that the his peck and back muscles should barely move (or at all) during the walking frames. Otherwise great job.