Since all sorts of people have a thread just for their sprites, here's one for mine.
For my first Sprite, I made this for use as a job sprite for a class I'm trying to create in FFT 1.3, link to more info is here, http://www.ffhacktics.com/forum/viewtop ... =18&t=4877 (http://www.ffhacktics.com/forum/viewtopic.php?f=18&t=4877)
I have to thank Cheetah/Cyberbade for inspiration, as I never would have thought to use the base I did without seeing their work.
Anyway, I think the 4th portrait might need a little touching up, I'll do that in the morning before starting on the female version, anyway, here they are, if you don't know, the order is:
1. Player, 2. Hokuten, 3. Nanten, 4. Death Corps, 5. Church
Edit: I've recolored these with a new palette, and I'm thinking of just submitting it as a generic male dark knight/generic female holy knight and working on something more unique for Marshal based off of the Female version, maybe using Oracle as a base?
You posted the spritesheet as a .bmp, making it blurry. Who cares though, I can see what you are trying to do. The sprite is okay, but the portraits need work, unfortunetly that is not my area and I can't really offer any advice. As for the sprite sheet, did you use already existing colors from other characters? If not, you may want to do that, because you never know how this might appear in game. The idea is solid, and this is pretty good for a first sprite. Keep it up!
Here's something I worked on during the downtime, with a few minor modifications based off of advice from Cheetah.
Edit: Fixed a small problem I noticed.
Hmm, not bad, colors are nice, the only small problem would be the eyes on port, they are too dark if you ask me. How is this monk as shrine knight caled?
Haven't particularly thought of anything, although I might wind up using it if I get around to making any projects.
Here's the prototype for a more custom male Marshal sprite made from the Squire, Cloud, and SMASH's Kent sprite, although I may change the sleeve/glove/boot colors to keep it from being monotonous.
Upper body looks good, but you need to think of something better for legs, they look strange on him, I dunno how to say it. Try using some other legs that has such pants.
The female sprite looks fantastic, but not so much with the portrait. For the new male sprite, definitely give him some other pants, as Kage suggested. Maybe male Thief or Algus or something.
Here's a new version, I used Ninja instead of Cloud as a base.
Interesting sprite. Looking good so far. Definitely Ninja than Cloud, its too puffy.
Change the pant color--those reds are way too bright.
Yes you need to change the colors, other than that, the pants look a way better now.
Okay, I finished up with the sprite, it just needs some playtesting and a portrait to go with it. Here's a preview til I finish the portrait.
Something is wrong with the forward-facing frame--the face looks too narrow, the eyes don't look right, and the hair is kind of floating over there. I still don't really like the pants--they look like sweatpants, but overall you're heading in the right direction.
Well, that's not something I did. That head came directly from SMASH's Kent sprite, I guess it's the risk I take when I use someone else custom sprite, it might be perfect, anyway, I edited it a bit and added portraits, here's how it looks now.
The front facing poses are missing mouthes...
Decent design, but just a tad messy. You really need to work on where the squires body (I think that is what it is) turns into the head replacement (especially the rear angles). The missing mouth is part of this. Missing noses is okay, but mouths.
Quote from: "Cheetah"You really need to work on where the squires body (I think that is what it is) turns into the head replacement (especially the rear angles).
Um... I've been checking some other sprites (Squire, Knight, and the Kent one, namely) ... and I don't see mouths on any of the sprites themselves, unless it's the singing sprite. Or do you mean making the bottom line of the head darker than usual to kinda sorta maybe look like a mouth?
Edit: And, about the head replacement, do you mean the dark areas at the back of the head? That was actually apart of the original hair colors, one of the reasons I picked that one was because the 'black' color was dark enough for the black on the main palette to work with it. Though maybe I should change heads with one of the official sprites, although I was really hoping for a custom look.
Basically, something is wrong with the face; its too long compared to others. And the eyes are strange too.
Look:
[attachment=0:azkpzr6z]Testing 12.png[/attachment:azkpzr6z]
Wait a second. It might have gotten stretched in a bad way when I enlarged it, because that's certainly not what it looks like on the spritesheet in Graphics Gale. Lemme check a couple of things.
Earlier someone told me the sprite looked too long and the hair was too high so I tried to fix it, it may have been based on a bad copy, so I tried fixing it again. This alright?
Yes, its fixed. Moving on ^^
Well, here's the whole sprite sheet, I've trimmed the 'neck' part off of the sprites, hopefully that'll fix the problems some have pointed out.
Looks good except your read diagonal view (I only took a quick look, for now). His right arm looks like one pixel in to the left. Compare it back with Squire, its correct. So, I think is missing a pixel or two on his shoulder. Also, those black pixels beneath his head (technically the neck area) is standing out. Try shade it like the Squire. I know that Squire's cap (is it cap?) is overlapping that, though you can try shade it like the front diagonal view.
Do what Jimmy said, and REMEMBER TO SUBMIT THOSE SPRITES DAMMIT!!!
lol. I'll submit the sprites with this one once it gets finished, and I may wind up using the Agrias headswap as the female marshal. It fits with this one.
Overall, the sprite looks pretty good. I think the palette could use some serious tweaking, but it looks pretty ready otherwise. A slightly more custom portrait would help as well.
I think I might try switching the portrait base to the special squire portrait used in the first chapter 1 battle, but I don't know where to find it.
I was using it once as avatar, I got it from some thread that is long forgotten (by me too), try looking at main site, there is a documentation of game's sprites where you can get portraits.
(http://ffhacktics.com/forum/images/avatars/gallery/Others/152.gif)
You mean this one?
*grumbles* Why did I wait until after I finished the tedius process of copying it from ePSXe and working out all the kinks before checking back here.
This is how mine turned out, though. I'll work up a new portrait and fix the sprite and put it back up here.
Here's the portraits done on the new base, I should have the sprites redone later tonight.
By the way, while I'm at it, what was the problem with the palette?
Y'know, I think problem wasn't with body, but with hair, this hair belongs already to a certain character(Kent if I remember correctly), try to change his face, eyes, mouth, ears, anything just to make it less Kent-ish.
I changed it around more than a little, I wound up trying to merge the current hairstyle with another one that wasn't used much in the game, same with the face. On a related note, I picked up the portraits to Gustav and Golagros if anyone wants them.
Here's the spriteset with my tweaks, it'll probably require some more, but eh. I also slightly tweaked the portrait again, too. I think this is going well for my first sprite that's more than just a headswap >_>
Well, his hair is now pillows, front especially.
But that portrait is much more unique, fix up the hair a little bit and you'll be back on track.
Quote from: "DeadManWalking"By the way, while I'm at it, what was the problem with the palette?
In my
opinion the pants are just too bright for this sprite, making him look a little strange. I toyed around with some darker hues and it really pulled the sprite together. You don't have to change it or anything, but take a look at it and GraphicsGale and decide whether you prefer darker colors or brighter colors.
Portrait is pillowy, like Jimmy said, fix it up. And you left one of most importrant things the same- eyes. Change them to something you think fits.
Sprite is lookin good, but I advise doing what Mav said, it will look better
Quote from: "mav"In my opinion the pants are just too bright for this sprite, making him look a little strange. I toyed around with some darker hues and it really pulled the sprite together. You don't have to change it or anything, but take a look at it and GraphicsGale and decide whether you prefer darker colors or brighter colors.
Yeah, the main reason I don't want to make the pants too much darker is that the Nanten version uses a darker red. I could try making all of the palettes darker. I'll make a preview of it
Here it is, I also changed the eyes and thinned part of the hair to try to lose the pillowy look on the portrait..
I also noticed something I was afraid might happen. I tried the sprite in the game and, during the walk animation, the arms become detached from the sprite itself.
Edit: And, when I tried adding the female sprite I made earlier. I noticed something was wrong before I even went into the game.
Female im not sure but the male problem is the sprite type, whatever you based this off of has the same sprite type as this one so you will need to put in the correct sprite type.(to change someone like ch.1 ramza to sprite type 2 change the shp and seq to type2 and it should work as type2)
Well, it might be because I had to copy a large swath of arms from the squire spritesheet to the Ninja one, because that's all the male one is, Squire's body on the Ninja's legs with a modified Kent head on top.
I see you fixed the black pixels for rear diagonal and rear. Good job.
Both Squire and Ninja are Type 1. Which sprite did you paste on?
Yeah, turns out mediator was type 2. Switched it and it seems to work alright, still requires some more testing, though.
For the Female problem, try open it with different version of Shishi. I had the same problem with Vanya's Warrior, both male and female sprite.
Ah, sorry I haven't posted in a day or two, I was busy making the plans for my patch, now that I'm back, though, I think I've got this finished.
Someone commented to me that the portrait looked a little old, and, in game I noticed a few pixels used colors from the wrong area of the palette, so, I fixed them both. I also fixed a problem with the charging animation's face, it was a pixel too low on the sprite sheet, it's fixed now.
Also, two things about Shishi, I believe it was R999 the other day in the chatroom who told me to use Null Palette, or something like that, to fix it, or where can I find an older version of Shishi?
In any case, here's this one.
Edit: Also, just to note, because Zodiac asked me too, all my images from now on are going to be posted as .pngs.
For the female, I had that same problem once, it turned out that I was over 16 colors, which was really bad because in reality I used a slightly-slightly different color of the same exact color (if that makes any sense...) which made it really hard to find. If you have Photoshop, you can open up the program and then go to Save for Web and it tells you how many colors are being used. I bet it is just one too many. If it says you have 16, try removing 1 color and see if that helps.
If I'm not mistaken , you need to change the colour depth of your image to fit it in shishi .
The sheet has 16 colours but the portrait has 19 colours so you'll have to change it .
Also image is saved as x24 but to import it properly it should be a x8 . Open it in GraphicsGale and go to All Frames > Color Depth > 8bpp . If you don't have/don't use GraphicsGale I'd recommend you to do so .
Take a look at Mav's tutorial , I'm sure it will help .
http://www.ffhacktics.com/tutorials.php?id=10
Jon: I changed every color on the female sprite but the 16 main portrait and the 16 main sprite palette bright red, nothing changed, then I even switched out the portrait colors, it's not that.
Kyou: Thanks, it was simply a result of me copy/pasting parts of other portraits on mine. It's annoying when that happens, here's the final-final one >_>
Now, SUBMIT if you didn't did this already! And grats on completing a sprite!
It's submitted =P
The portrait's hair (front) is still bit pillows. I may give it a try if that's okay with you that is. ^^
Congrats on the final version!
That purple palette looks great. I think the main one sould be orange but..
I tried using the Lancer colors for most of them, though orange might have worked.
And, go ahead, Jimmy. I think it turned out alright considering it started out as Golagros' bang, heh.
the portrait that you were working on, his hair is a little pillow shaded...
Pillow shaded?
You don't know what pillow shading is? Damn, where is that tutorial when you need it...
So, can anyone tell me?
you are just going *color 1* *color 2* *color 3* etc til you hit the edge, making a "ring/outline" of the colors, instead of the actual appropriate color that would fit there. (some spots should be just *color 1* *color 3*)
Yes it is like Vamp said, but you might not understand it, I know what that is and how to avoid it, but I dunno how to say it. There was a great tutorial once, Mav or Jimmy should know where it is.
http://www.natomic.com/hosted/marks/mpat/shading.html (http://www.natomic.com/hosted/marks/mpat/shading.html)
Yes, that is the one I was talking about.
So that's what I'm doing wrong? I noticed a couple more small bugs while playing with the sprite (and one big one) I'll see if I can fix the shading while working on it.
Here's a little test of what I might be using for the Berserker
This is Magic Knight with beard ae? Use Dycedarg's beard, it will help.
...I am using Dycedarg's beard.
I'm also using the DK as a base instead of the MK, since I didn't like which colors were linked with the face/hair on the MK, this'll make it easier to color after I finish headswapping.
And here it is, I think it might be different enough from the Magic Knight I could submit it when it's done. Still needs testing/tweaking, though.
Hair looks strange, shading on the armor looks blobby. I'm about to head to school, otherwise I'd give you some more in depth feedback.
Did some touch ups last night. This any better?
Hmmm, this looked like some other beard, I'm certain. Back side view and back rear view hair looks flat, same for armor in back views in all sorta places.
The dark knight base is killing this sprite. The dark knight sprite is without a doubt the worst looking of all the original sprites, I would recommend doing something different with the body otherwise it just isn't going to work very well. Pieces of the DK might be salvagable, maybe the arms, but there is just something awful they did with the shading or something that makes it really not fit with the rest of the game.
I may try to change and use the Orlandu or another sprite as a base--but this is what I'm going to use for the preview this weekend. I'm going to have an annoying enough time getting a Guard sprite in working order without completely changing the Berserker sprite again, too.
Quote from: "Cheetah"The dark knight base is killing this sprite. The dark knight sprite is without a doubt the worst looking of all the original sprites, I would recommend doing something different with the body otherwise it just isn't going to work very well. Pieces of the DK might be salvagable, maybe the arms, but there is just something awful they did with the shading or something that makes it really not fit with the rest of the game.
I... don't particularly see it. Heck, I don't even know what else would be a good base for the sprite =P
Here's a prototype I made for the Guard. still likely need to tweak the colors.
the head in the middle view is just WEIRD.
fix. now.
Head in the middle, and back frame's head too. Plus eyes on middle frame. You need to think of something other for palettes, they just are too plain, you need to mix colors that aren't similiar to each other (your palettes 1,2 ,3, 5 have colors not differing enough, for example fith palette, purple cape, light blue armor, quite similiar colors), change it ASAP.
What's wrong with the head? And the back?
The head in the back view seems off-center and misshapen. The head in the front view, the hood seems to be off to the right a touch. As Kagebunji said, the eyes in the front view are odd.
Okay, I fixed the eyes on the front, and the uneven hair on the back is due to the palette editor stretching in an odd way, and the uneven hood is apparently due to that, too.
And it's done, for now, at least. Fixed it up quite a bit, too.[attachment=1:3bbvjivx]GuardPNG.png[/attachment:3bbvjivx]
[attachment=0:3bbvjivx]Guard Preview.png[/attachment:3bbvjivx]
The hood on the front view looks too solid, but other than that i like it.
Is it available? I like the colors.
Not just yet, not all the kinks are worked. I'll probably add a portrait and finish it up Monday/Tuesday.
Also, any female variants, or are you doing those after your demo?
I've got a female of the Marshal set up, but that's it. Spriting is kind of annoying when you have a deadline >_>
Quote from: "DeadManWalking"I've got a female of the Marshal set up, but that's it. Spriting is kind of annoying when you have a deadline >_>
FINISH THEM ALL! TOMORROW!
But really, the Guard looks amazing, aside from that front hood thingie mentioned!
I can't wait for a female version, if it will ever be made!
Edit: I'm really likin' the Marshal too. (I read the thread backwards!)
No, Guard is far from finished unless you change palettes, do what I said, collors on those certain palettes are too similiar! For female, I suggest using Myan/Monica armor, it is feminine.
Edit: I'm talking about these kind of difference, But you better do those palettes yourself, this one is created from my imagination, not copied from existing sprite, so it may look strange, but this is just an example either way
Quote from: "Kagebunji"Head in the middle, and back frame's head too. Plus eyes on middle frame. You need to think of something other for palettes, they just are too plain, you need to mix colors that aren't similiar to each other (your palettes 1,2 ,3, 5 have colors not differing enough, for example fith palette, purple cape, light blue armor, quite similiar colors), change it ASAP.
Quote from: "Kagebunji"No, Guard is far from finished unless you change palettes, do what I said, collors on those certain palettes are too similiar! For female, I suggest using Myan/Monica armor, it is feminine.
'Head/Back Frame's Head' is really not going to help me much, what specifically is wrong with the back frames head? Other people have commented on the middle head and they clarified what they meant
Is it the same thing or what?
Not going to be using Myan/Miang, either, the color set on the armor is too... connected, I guess, it'd all have to be the same color, I'll try Monica's.
I've already changed 2 to be more distinct. 3... how is that one not distinct?
Try mixing silver with red on palette number 3, gold isn't exactly fitting and distinct.
I didn't clarifed what I mean on head in the middle cause it was already said it is misshapen, I added back frame to that, obvious it is that it was misshapen too.
About Monica/Myan. you weren't supposed to use them as a base, only copy/paste their armors...
I'm not sure I see how the back head is misshapen. The hood isn't skin tight, it's lying loose just a bit. Looks fine to me.
But as for the colours thing, I guess I can see what he says a bit.. But not on the ones he sees.
I see the legs on the last palette.. And they look.. Well, just look at the legs of the facing forward pose!
If you don't see, then I will point it out. I said him to fix it, and he did, so it is no wonder you don't see it on current version of this Guard. And please enlighten me what palettes YOU think aren't good enough, I'm curious as hell about this. Here is first version where I said back head needs to be fixed:
Actually that was the palette editor's fault >_> The zoom feature on he demos stretched the image oddly.
Here, I made portraits. And tried to fix the palettes (I still don't see how they're too similar...). I've been trying to keep them in a theme, though =P
The portrait really doesn't fit the sprite very well. I like the hair and face though.
I was imagining a more boyish rounder portrait. Though it's good.
I like face and hair too like Mr. Cheetah said, but hood isn't exactly working, the thing he has on head(on sprite) looks more thight than hood. The guy with red cape is definitly an improvement, that difference I was talking about. But really, try to use Wiegraaf's CH1 armor colors(my Guardian sprite also use them if this interest ya.) for palette number one armor
knock about 8 years off the portrait, i think the center/straight on view issue with the head isnt the head itself, its the hair + the hood. in all the other pics, the hood goes right up to before the hair line, but in the straight on view, it seems like too much hair shows, and the porportions look off
Quote from: "Kagebunji"If you don't see, then I will point it out. I said him to fix it, and he did, so it is no wonder you don't see it on current version of this Guard. And please enlighten me what palettes YOU think aren't good enough, I'm curious as hell about this. Here is first version where I said back head needs to be fixed:
I did say, already.
Quote from: "Mari"But as for the colours thing, I guess I can see what he says a bit.. But not on the ones he sees.
I see the legs on the last palette.. And they look.. Well, just look at the legs of the facing forward pose!
That is all you said about palettes. Stop saying bullcrap and tell wich ones other than last dammit.
Yeah, as Kagebunji said; could you make the hood tighter or more squire like in the portrait?
Quote from: "Kagebunji"Quote from: "Mari"But as for the colours thing, I guess I can see what he says a bit.. But not on the ones he sees.
I see the legs on the last palette.. And they look.. Well, just look at the legs of the facing forward pose!
That is all you said about palettes. Stop saying bullcrap and tell wich ones other than last dammit.
I ONLY SEE A PROBLEM WITH THE LAST ONE!
There is no problems with the other ones, to me.
If I saw problems with the other ones I would have said so, sheesh.
I made a new portrait out of the old one. Also, there isn't enough of a single colorset in Wiegraf 1 to make a new one based off of it onto the guard's armor.[attachment=0:1rn4bjul]Guard Portrait L.png[/attachment:1rn4bjul]
Quote from: "Mari"Quote from: "Kagebunji"Quote from: "Mari"But as for the colours thing, I guess I can see what he says a bit.. But not on the ones he sees.
I see the legs on the last palette.. And they look.. Well, just look at the legs of the facing forward pose!
That is all you said about palettes. Stop saying bullcrap and tell wich ones other than last dammit.
I ONLY SEE A PROBLEM WITH THE LAST ONE!
There is no problems with the other ones, to me.
If I saw problems with the other ones I would have said so, sheesh.
I believe what Mari is referring to are the bands of purple on the facing forward pose. If you compare how wide that band of purple is to the bands of green, or light blue, or dark blue, or red on the other palettes, you'll notice a marked difference in width.
Quote from: "DeadManWalking"I made a new portrait out of the old one. Also, there isn't enough of a single colorset in Wiegraf 1 to make a new one based off of it onto the guard's armor.[attachment=0:2r2hn8tv]Guard Portrait L.png[/attachment:2r2hn8tv]
Definitely looking closer to the sprite, I suppose!
The neck strikes me as a little odd, though! But no complaints from me. Just a style thing, I think.
very nice portrait, suits the character fairly well
Well, I'd like to show a little armor on the portrait, but there's not enough colors available for that.
Yeah, looks like the sprite would more with the less baggy hood. Very awesome sprite DMW
Quote from: "DeadManWalking"Well, I'd like to show a little armor on the portrait, but there's not enough colors available for that.
Alright, let's get to hacking FFt into more colours than 16!
Continue listen to what they say. I see constant improvements. Good job.
I looked closely at it, and it appears the armor may be too light on the purple set which could be causing the problem with the pants, I'll try making it darker. Hrm.
The portrait looks pretty good, just consider rounding off the left (his left) side of the hood. It's a straight line right now and looks a little unnatural. Otherwise, everything looks pretty decent.
Quote from: "DeadManWalking"Also, there isn't enough of a single colorset in Wiegraf 1 to make a new one based off of it onto the guard's armor.
If you say this, then you either din't looked at Wiegraf's legs, or at my Guardian sprite.
Here:
download/file.php?id=5619 (http://www.ffhacktics.com/forum/download/file.php?id=5619)
I still don't see how they're too similar, heck, look at the Knight in vanilla if you want to see similar. And, Mav, the reason the portrait does that is... it's cut off at that point, like your portrait's head.
Edit: Here, I think it's too light, though, it's what's causing the problem on the purple palette, too. I tried darkening it up and got the bottom ones. And, I'm not putting this on the blue cape, mainly because I think it looks downright ugly with the blue cape. So, do you still have problems with the palettes?
Wow, is too much dark but looks really good
Quote from: "DeadManWalking"I still don't see how they're too similar, heck, look at the Knight in vanilla if you want to see similar. And, Mav, the reason the portrait does that is... it's cut off at that point, like your portrait's head.
Edit: Here, I think it's too light, though, it's what's causing the problem on the purple palette, too. I tried darkening it up and got the bottom ones. And, I'm not putting this on the blue cape, mainly because I think it looks downright ugly with the blue cape. So, do you still have problems with the palettes?
I'm confused. You used the red sprite in that picture, and you talked about the blue one..
But you forgot the purple one! That's the main one. =[
Yeah, I think I know the problem for the purple one, it's not the pants, but the armor is too light.
Here's one more, I decided to try again using the armor colors from the item spriteset.
I also added one more palette to use for the 'Always: Zombie' classes.
[attachment=0:37uac7bj]Guard Final Preview.png[/attachment:37uac7bj]
Quote from: "DeadManWalking"Yeah, I think I know the problem for the purple one, it's not the pants, but the armor is too light.
Here's one more, I decided to try again using the armor colors from the item spriteset.
I also added one more palette to use for the 'Always: Zombie' classes.
[attachment=0:2kr8nynx]Guard Final Preview.png[/attachment:2kr8nynx]
Looking great now!
The palettes look pretty good, but the last one will certainly take some getting used to. I like the purple one a lot, even though it's a tad bit reminiscent of the first blue palette. Nonetheless, great job so far.
Quote from: "DeadManWalking"And, Mav, the reason the portrait does that is... it's cut off at that point, like your portrait's head.
Are you talking about the part covering his left cheek? If so, that's not quite a cutoff point. It's just resting over his face, but do what you want; I'm the only one griping about this.
Oh these look wonderful but on the portrait on our right side there's this fat two pixel wide line...just kinda there!
Quote from: "mav"The palettes look pretty good, but the last one will certainly take some getting used to. I like the purple one a lot, even though it's a tad bit reminiscent of the first blue palette. Nonetheless, great job so far.
Quote from: "DeadManWalking"And, Mav, the reason the portrait does that is... it's cut off at that point, like your portrait's head.
Are you talking about the part covering his left cheek? If so, that's not quite a cutoff point. It's just resting over his face, but do what you want; I'm the only one griping about this.
Ohh, I thought you were talking about the back end of the hood that got cut off by the edge of the portrait or something. I could try to round that up a bit, although other people were complaining it was too loose earlier.. As for the last one. well, I was trying for the 'Death Knight' look R999 gave his Paladin sprite.
Quote from: "Lijj"Oh these look wonderful but on the portrait on our right side there's this fat two pixel wide line...just kinda there!
Ah, that was from me stetching it slightly improperly when I made it larger. Happens sometimes. It's kind of annoying when it does.
Now that Guard's pretty much done, here's my preview of my next project--the Adventurer. I'm trying for an Indiana Jones-esque feel when I think Adventurer.
Quote from: "DeadManWalking"Now that Guard's pretty much done, here's my preview of my next project--the Adventurer. I'm trying for an Indiana Jones-esque feel when I think Adventurer.
Well, it's certainly getting a vibe you're going for but..
It still only reminds me of chemist with a new hat.
Try going for a bit of a different look? o=
This looks nice, but change pants and make his...thing on the back more like backpack, add some stripes and backpack will be done..
Edit: you may want to use this for some sprite:
download/file.php?id=1872 (http://www.ffhacktics.com/forum/download/file.php?id=1872)
Here's a second version, let me know which one is better.
better, the other one looked too chemisty.
Quote from: "DeadManWalking"Here's a second version, let me know which one is better.
I say his top is certainly better, but those pants arte just strange on him!
Second one is better, though.
What's wrong with the pants?
Quote from: "DeadManWalking"What's wrong with the pants?
Well, in the facing forward pose, it almost looks like big poofy grandma underwear.
So that's all I can see it as!
Not saying it's not well done, or anything.. Just looks strange to me!
finish fixing up the pants (crouch up slightly, thin pants slightly, darken color slightly)
EDIT: got someone else to fill this request
Hat seems too small/narrow on every pose. Make it bigger. The forward-facing frame, for instance, simply needs to be extended outward two pixels. You might also want to remove the design on the shoulders--they become too distracting once the backpack is in place. And finally, there's some dark outline on the white part of the hat--revise that.
This is a very interesting sprite though; once we get a nice looking whip into the game, we can finally have Indiana Jones join the party.
Working on the arm/shoulders would be really annoying >_> but I'll check it out.
Quote from: "VampragonLord"finish fixing up the pants (crouch up slightly, thin pants slightly, darken color slightly)
then make a nice basic zombie sprite, you have free reign as far as base/looks go, so long as it is quite clearly a "zombie" and don't do the whole "corny" things like arms out and such. Just a nice basic semi-rotten(some bone showing/skin rot/etc) living corpse.
somewhere between a ghoul from fall out and emily from corpse bride?
I don't know about all of that, I'm not very great at making sprites from scratch, but I intend to include an 'undead palette' on all of my sprites from now on, from R999's use of one on the Paladin sprite. If you see one you like, just tell me.
I approve this idea. You know, you could change the dancer cloth into a whip if you were so inclined.
I'm getting rid of the Dancer class, so I might just do that if I can =P
i agree with mari actually, the pants look a little out of place... maybe make them a browinish color or something? or can you just make them lower and cover his ankles by any chance?
and in the one where he's facing straight left, it looks like he's got a boner XD
You ignored what I said, but whatever.
Dude, I changed the entire sprite, I don't think I can change the pants any more than that.
edit: Blah, I tried making the pants thinner, but it makes 'em look odd
Okay, I changed the pants to make them thinner, but I don't think I can add straps so easily, it'd wind up making me change the shoulders on most of the sprites, not sure if that would require me to edit the arms again or what.
Also, with the hat, I and edited it on the rear view, but I'm having difficulty making it longer/larger, it either makes the face look wierd (I.E. messing up the eyebrows) or looks a little odd one way or another.
Can someone give me an example of what they want?
Yup, you changed the whole sprite, and made his chest worse, Chemist's chest gave the expression a lot better, only pants were sucky. I would change it back to Chemist, but it is just me. You can forget about straps, those would look good, but it would require some work on shoulders, wich I s'pose you aren't eager to change.
Well, I took a stab at changing the hat, here it is. So far, Kage, most people like the thief base, so I'll keep it for at least a little more unless more people speak up.
Heh, look WHO posted, most of them (except Mav) either never sprited, or had contact with spriting for only short time. Believe me, Chemist's chest will look far better in the end.
Quote from: "Kagebunji"Heh, look WHO posted, most of them (except Mav) either never sprited, or had contact with spriting for only short time. Believe me, Chemist's chest will look far better in the end.
Just because someone hasn't had contact with spriting for very doesn't mean that person doesn't know what they think looks good. I've never done any spriting, but I can tell when I think something looks good, or when something doesn't look good at all.
Nut when you have some inside knowledge of spriting like me, Jimmy, Smash, Mav and many others, we know a lot more what looks better. I never meant any offense to you guys, so chill.
I've not really been part of the conversation up till now, but I'm havin a thought here... they're just sprites. It's not really all that big of a deal
kage, youre like....12, gtfo.
No, you gtfo, Stop offtoping, if you are writing posts, be creative, go to your spam section and never come out of there. Be aware that this is not spam and talking like this for long will get you a ban very soon. Now go and never return. Side note: I'm 15.
As to sprite, try using other pants than thief, they look kinda strange, especially back. There are manny pants like that, search for one that fits best.
Quote from: "Kagebunji"Nut when you have some inside knowledge of spriting like me, Jimmy, Smash, Mav and many others, we know a lot more what looks better. I never meant any offense to you guys, so chill.
You do realize the ego this makes you sound like you have, right? Just because I haven't done any spriting, I know less about what is aesthetically pleasing to me than you, or Jimmy, or Smash, or any of the other more versed spriters? That doesn't make even a little bit of sense. I know what I think looks good, and I know what I don't think looks good. Even if you didn't mean any offense to us, telling us that we don't know what we're talking about in terms of what looks good or doesn't look good is offensive.
More ontopic -- I agree that the chest looks weird. It looks rather too bulky, in my opinion. But what do I know?
Most the good ideas in art come from those unable to execute in my humble opinion and experience.
Well, to bring this back on topic, is the hat better now?
Yes. Let us not stray. Dat hat looks cool ; I could see where some might not like. But to me it is fine, Like the brim is old or something.
I think I might lengthen the sleeves on the arms a bit, but I think I'll keep the thief base.
Give it a try on Male Archer base.
Maybe it's just me, but it looks like he doesn't have a neck or he's hunched over in poses 3 and 5.
And the pants are starting to grow on me, but I still think they could use a couple more tweaks.
Mostly, they look a bit pillowshaded.. Especially so in pose 3.
Though I suppose there's not too much more you could do to them in terms of much anything..
Maybe they're too plain? They're sorta like sweatpants as shorts.
Well, I've already tried thinning the pants and lengthening them.
Male Archer? I'm going for an Indiana Jones-ish look, I don't think the Male Archer will look very good.
Quote from: "Kagebunji"No, you gtfo, Stop offtoping, if you are writing posts, be creative, go to your spam section and never come out of there. Be aware that this is not spam and talking like this for long will get you a ban very soon. Now go and never return. Side note: I'm 15.
(http://i273.photobucket.com/albums/jj209/blitzer_R/TheMightyGafgafrog.png)
gafgafrog is not amused
Also, the hat is coming together fairly well, though it wasnt that bad before... either way its stil far from dapper.
Quote from: "VampragonLord"Quote from: "Kagebunji"No, you gtfo, Stop offtoping, if you are writing posts, be creative, go to your spam section and never come out of there. Be aware that this is not spam and talking like this for long will get you a ban very soon. Now go and never return. Side note: I'm 15.
(http://i273.photobucket.com/albums/jj209/blitzer_R/TheMightyGafgafrog.png)
Your best sprite so far.
As to those pants, on back frames there is this tail-coat from thief, it doesn't look good (meh, I don't even like it on original male thief), that is why you should change those pants, use something like ninja cause they are long and not too big, Algus might work too.
Just be aware that male Ninja's pants look like sweatpants. And the male Archer is a little bit too intricate to use, especially since those grieves on his legs don't mesh well on other sprites.
As for the hat on this sprite, it's better, but it's messy. Look at the forward-facing frame (middle frame), the hat has random shading in the middle. The forward-facing and rear-facing diagonal frames look pretty good overall, though I wouldn't mind seeing the hat a pixel longer on the rear view. The hat on the completely rear-facing frame (sprite on our far right) looks a little out of shape and is also suffering from some outlining. Something really looks strange on the first frame--everything looks squished. If I get some time today, I'll post an edit up for you.
Hmm....I thought of journey look, that's why suggest Male Archer, for his boots / grieves ^^
Well, here's a new preview. I might wind up changing the pants, but here's how it looks so far, complete with extra palettes.[attachment=0:2jt8nem9]Adventurer Preview.png[/attachment:2jt8nem9]
Cool! you're busy!
That sentinel came out great! I was downloader #2
Thanks
pallettes look TOO palletty....
Bright blue pants with a blue jacket and such.... just seems too much.
Just blue, or all of them?
blue seemed to bring it out the most, but as a whole i just think the sprite needs a little contrast somewhere. The main color seems to work because its brown on khaki to an extent, which is "general adventurerness", but then it goes Blue/Bright blue Red/Bright Red Dark Green/light green etc and he looks too brightly colored.
Don't particularly look at this one for detail. For some reason when I use the zoomed demo options on Zodiac's palette editor, the sprites come out slightly deformed, but, does the palette look better on this one?
[attachment=0:23cbtx6e]Adventurer Preview.png[/attachment:23cbtx6e]
I think the red one looks pretty nice.
The purple one looks pretty flamboyant, but it's not bad.
The green one is almost nice, but the pants I think they need to be just a bit darker.
The blue one just looks a little strange to me.
Top/main one still looks good!
I think this is a bit better, darkened the red in the purple palette, darkened the green/blue overall.
[attachment=0:37283vom]Adventurer Preview.png[/attachment:37283vom]
i think it looks alot better personally, the blue still irks me, but that just might be my personal taste, id suggest wait for a bit more input from others.
hmmm after looking at it a bit more, im thinking i might use the sprite as "generic hunters" if thats alright.... cause they honestly seem to look the part to an extent, at least more then the generic/random sprites ive been using.
Jacket: So I'm not exactly sure what you did with the shoulders and arms but there is just too lark of a block of solid color now making it look really flat and bulky. Two options I can think of; first would be to change the shading or change of the style so that it looks a bit better or second you could add in some straps or something for the backback to add some more detail. I like the strap idea but both have a lot of potential for trouble.
Backpack: So the lightest color on the bag is a skin town and is totally messing up your other palettes. So you either need to not change that brown color in the different palettes or you need to eleminate that shade from the backpack. Both are easy and should work fine, try both and see what you think.
Hat: You are definitely going in the right direction, but it needs some more work. The front and rear views don't look like they have a wide enough flap. The front diagonal is the best. The side view might be fine. Overall they all need a bit of touch up in placement of pixels and color choice. There are several red mage hats floating around. Check them out for reference.
Butt flap: It would be awesome if you could remove this.
All I did was remove the stripes on the arms, I'll see about maybe adding some straps
I'll see about removing that on the backpack, although I'd like to find a new color to put there.
Thanks, the only reference I have though is the Red Mage available in the custom sprites section, can you point me to some more?
I'd like to fix the other problems before messing with this.
Edit: I can't work on the sprites because my computer was hit by a virus (I've been trying to fix it all day) but my work should be fine (It's on an external hard drive)
I don't know if I really like the red and purple. Hypocritical? Naw It works on Terra but it's too bright for this guy.
Eh, it's used in the thief palette which I based this off of. Here's another preview, btw. I touched up the palettes and the front/back hats.
[attachment=0:25zky046]Adventurer Preview.png[/attachment:25zky046]
its looking alot better now.
Something still feels a bit "off" about the blue one, though that is probably just me.
Try toying with the backpacks color just a little bit to even it out, tweak the hat just a tiny bit, and in the "blue" pallette, it looks solid blue at some points, but the rest of the hats have a contrasting color band in them.
The red one looks very cool, but the purple and blue ones need some work. This is a pretty good sprite overall, just consider adding some more shadow on the shoulders, cause right now it looks blobby on some of the poses. Also, can you add some more depth to the backpack?
Well, I'll have to make all of the backpacks brown to add more depth with some skin colors, but sure.
Here's one more =P[attachment=0:2xbghcdm]Adventurer Preview.png[/attachment:2xbghcdm]
Removed the Coat Tails. But I'm not sure how I should improve the shoulders/arms. How should I go about changing the shading?
[attachment=0:2cy9ia75]Adventurer Preview.png[/attachment:2cy9ia75]
I'd reckon right where the arm pit is make shading 0ne or two pixels higher(with medium tone). Should look less puffy then.
Wow he does look a lot better without the tails.
Hrm. Is that on the arm or the main sprites? I'm mainly just not sure which to mess with.
(http://img26.imageshack.us/img26/8263/69579956.png) (http://img26.imageshack.us/i/69579956.png/)
Not those, I'm talking about either editing the ones without the arms or the arms =P I'll try the arms.
Here's this one.
[attachment=1:7qvqy4t5]Adventurer Preview.png[/attachment:7qvqy4t5]
[attachment=0:7qvqy4t5]Adventurer3.bmp[/attachment:7qvqy4t5]
Two things, where can I find the different red mage portraits so I can use the hat off of one of them, and how did Lijj create those walking animations for her sprite?
(http://i.imgur.com/H0xWA.png)
(http://i97.photobucket.com/albums/l208/xavier2000/PhotobucketUpld-190.png)
There is one other that has black on the hat too, but I can't seem to locate it, these are a good start though.
Thanks, here's a new preview--complete with portraits.
[attachment=0:nx3b7c63]Adventurer Preview.png[/attachment:nx3b7c63]
Anyone? I've heard a suggestion to enlarge the hat, but I'd like to actually get a couple of posts before I do anything.
Interesting portrait. Very nice. Though, that stripe on the hat seems outlined, so is his left shoulder (our right).
Also, I think his backpack could use some dark shades. His hair (sideburn) seems bit random, hmm...not sure though. And that line on neck area, should make look more like back hair rather than just a line.
Here's another little bit.
[attachment=1:25o4y9f1]Adventurer Portrait Preview.png[/attachment:25o4y9f1]
Lydyn/Raven asked me to make the hat less round, it looked like a helmet. Here's what I got now.
[attachment=0:25o4y9f1]Adventurer Portrait2.png[/attachment:25o4y9f1]
His hat should slope bit on the front, like the sprite. Add bit dark shades on his left (our right) shoulder, backpack.
Hey nice job ^^ I really liked this one , I'd change the chemist for this one anytime .
The last preview looks better , the hat isn't so round now .
Just my two cents but I think the hat should be one pixel to the left in the diagonal front frame
(http://img199.imageshack.us/img199/7122/semttul3o.png) (http://img199.imageshack.us/i/semttul3o.png/)
How's this one?
[attachment=0:sbu4c0hy]Adventurer Portrait L.png[/attachment:sbu4c0hy]
And, I think I'll do that, Kyou.
Unless someone notes something else, this should be my final preview (I'll test it in game before submitting it, though)
Just what the hell you did with his eyes on port on last palette?! Change it ASAP!
...I can change it back. The lightest color on the band shares an eye color =P It was like it before, too, but I guess it wasn't as noticable.
...Just make it bright. Dark eyes aren't fitting, unless you are doing UFO sprite and portrait.
Well, here's one more then.
[attachment=0:3bc7fqeu]Adventurer Preview.png[/attachment:3bc7fqeu]
Still dark, you used the lightest shades? If you have at least one color left, create bright shade.
Okay this is getting annoying now >_>
[attachment=0:28sd96kj]Adventurer Preview.png[/attachment:28sd96kj]
Now it looks good
I'm going to run a few tests, and if it works I'll move on to the next pair of starter classes, the Black/White Mages. I'm tempted to try to make them look very similar (Basically altered versions of each other)
For the portrait, the shading on the hat could use some work--right now it has a cutout look to it.
Well, I think I've worked out the kinks in Adventurer, so here's the start of my next project--the Black Mage, or Apprentice, either/or. Supposed to look like a Wizard in training :P What do you mean? It's got outlining issues, or?
Those darker areas of the hat could use some dark shades.
I see what you mean. Not supposed to look cool! Good idea; but I'd like to see a replacement of the time mages. They kill me with their looks- just bad.
Quote from: "jimmyjw88"Those darker areas of the hat could use some dark shades.
What do you mean? Make the colors themselves darker or color in some places with a new darker shade?
I'm talking about the portrait, by the way. Sorry if you misunderstood. Those edge like where the hat bend, places where least source of light exposed, should put some dark shades. If you have dark shades, then use them. If don't, then add new colour, if you have remainings left.
Oh, the adventurer portrait. I can't make any new shades, unfortunately, and if I use the really dark shades, it'd look like outlining.
I see what Jimmyjw means; a super easy edit: just lighten the darkest shade a tiny amount and feather out the brim. Used 2nd darkest skin color for that.
Is it just me or should the hat be a little bigger for the portrait. Though I have to say that the shading adjustments make it look much better.
I'm not sure about the male black mage concept, I feel like it looks like a little kid.
Quote from: "Lijj"I see what Jimmyjw means; a super easy edit: just lighten the darkest shade a tiny amount and feather out the brim. Used 2nd darkest skin color for that.
Wait, what?
And, Cheetah, the apprentice is supposed to be what the squire would look like as a black mage, pretty much, young, inexperienced, just starting to learn the beginner level of Black Magic.
Quote from: "DeadManWalking"Edit: And I did not see Mav's post until now What do you mean? It's got outlining issues, or?
It's pretty much pillow-shaded.
The new sprite is a little uninspired. Consider adding some design to his clothing to make him look even less like the standard Black Mage.
Like what?
I mean, it's not supposed to look fancy. It's just supposed to look very, very basic.
Mav means some details to make him look less "boring". Add some symbols(like White Mage) or some other details, be creative.
Eh, I added a little trim. Also made a female prototype, here they are.
[Images Removed]
I need some feedback on these before I go to edit the whole sprite sheet =P
Just make a time mage I tell ya!
I've got a boatload of other sprites I need to make for my patch, too >_>
Such as...
Heavy Fighter
Female Guard
Male/Female Berserker
Light Fighter
Female Adventurer
Male/Female Scout
Support Magic
Male/Female Healer (White Apprentice)
Male/Female Cleric
Offensive Magic
Male/Female Apprentice
Male/Female Sorcerer
Special
Male/Female Red Mage
Male/Female Mystic Knight
Angled front view looks flat chested, looks like there's some funky twist in her torso or something, and the cleavage looks odd on the front view.
You're right. I'll see if I can fix it in the morning.
Well it looks like you have an agenda. I respect that. I can't wait to see the lot of these classes. Particularly the mystic knights; I liked the colorations of that class in FFV.
I remade the female Apprentice to try to make it more in line with the theme, here it is.
[attachment=0:3r3jj6i6]Black Apprentice F Prototype.bmp[/attachment:3r3jj6i6]
Front view seems to have angry eyes and an oddly angular waist. The belt should probably have a softer curve, and the match the other views, even be just slightly partially obscured by the boobs. Or maybe not that... whatever you do, something needs to give them a bit more dimension on the front view. A modest female sprite certainly isn't a bad thing, but it is just a bit hard to notice, at least on that view. Now that I think about it, I wonder if that view is somehow skinnier than the other views... the sleeves do look less poofy.
front side view vs front view, she looks MUCH skinnier.
The waist looks odd in diagonal front view , move it one pixel to the right .
(http://img266.imageshack.us/img266/6765/0aqagxeg.png) (http://img266.imageshack.us/i/0aqagxeg.png/)
You could also move the hat one pixel to the left .
(http://img689.imageshack.us/img689/6765/0aqagxeg.png) (http://img689.imageshack.us/i/0aqagxeg.png/)
Is her botttom colour supposed to be darker than the top ? Because I see a big difference in the colours there ^^
Good work with the generic human BK , looks pretty good
Hat is one pixel too high on the forward-facing frame, and one pixel too far to our right (her left) on the forward-diagonal frame (as Kyo just pointed out). You may also want to give her a darker hair color, cause right now it's doesn't look good with that hat color.
Did some more work on the male Apprentice, though I probably need to touch up some stuff.
[Image Removed]
Oh, I forgot to edit the extra faces...
The male apprentice doesn't have enough depth on his face. It looks like a potato chip.
What do you mean?
He means shades, shades....
Haven't gotten to the face yet, but I touched up the body a bit. R999 suggested I move the clothes over to keep him from looking slouched.
I can't tell, but maybe the hat should be moved one pixel to our left on the side-view frame and forward-diagonal frame. Change the hat color on the purple one to the same yellows used on the first blue one. Consider changing the skin tone on the green one too. Otherwise, not bad. Keep up the good work.
This should be the last big update to this sprite, I updated the colors, pushed the hats over and added the extra faces.
[Image Removed]
I took a day off to go job hunting, didn't find anything, but anyway, here's the first version of the portrait for the male apprentice
[Image Removed]
Lemme know whatcha think.
I know I said I wouldn't post any more big previews of this sprite, but that was before I remembered that I forgot to put the portrait on >_>
[attachment=0:1e4wf5vy]Black Apprentice Prototype.png[/attachment:1e4wf5vy]
Is it wrong to post so many images? Looks nice. I almost suggested you lighten the edge up on the ear but didn't want to be pesky more so; looks better!
Good point, I removed most of them. And I'll lighten up the edge of the ear before I test it in game.
I figured, since they're very similar, it would probably be a good idea to go ahead and do the male Healer (White Mage Apprentice)
[attachment=0:28elkwli]Healer Preview.png[/attachment:28elkwli]
Make his eyes less angry, he is white mage, not some warrior who want to kill, heh. And reds seem kinda saturated, but may be my monitor doing things.
It's the same red that's on the priest palette, and, sure.
Like i thought, these reds look saturated in this computer, but when I tossed it over to the one I use for spriting, it looked okay. Damn this thing. Btw, back side view has shading problems, or rather lack of shading, in the upper part of hood, I bet you copied Rofel's head, and I know how you recolored it, all shall look good when you shade it more.
Eh, for whatever reason the red ain't working out right. Also, you have some outlining going on on the arms, where you use the black shade. And what's going on with the shading at the bottom of the robe for the last two frames?
I think it's the dimmer gray making the red look too bright. If you're not going to use white, you should probably use a dimmer red too.
...actually it's the same shades of white, too.
Edit: And, what do you mean? What's at the bottom of the sprite on the last two frames?
You're using all of the exact same shades? Huh... Well this isn't the first time the same colors look significantly different when used on something else.
The bottom (below the waist) of the last two frames are dark (total grays), compare with the front and front diagonal frames.
EDIT: Rough edit.[attachment=0:mud81zvj]Healer Test.png[/attachment:mud81zvj]
Quote from: "DeadManWalking"Edit: And, what do you mean? What's at the bottom of the sprite on the last two frames?
[attachment=0:3w3zlm0u]temp.png[/attachment:3w3zlm0u]
Ah, that's much better than what I have. Haha.
For some reason it looks a lot better. I could tell the original post was un-changed White mage colors(just used one myself) but the whites work better with this build because of the shading I suppose.
Played the heck outta Fallout 3, but managed to get the rest of the healer poses/palettes done, I lightened up the white shades, too. Hopefully that'll help the problem some people had with it.
[attachment=0:x1hlwpyg]Healer Preview.png[/attachment:x1hlwpyg]
Looks good to me just maybe brown gloves instead of the trim color.
The first, third, and fifth palettes are far too similar.
...it's pretty much exactly how they are on the original priest. I don't quite know how to differentiate them...
You could make one with grey-trim.
I guess I never noticed the priests looked so similar before.
Well most sprites tend to have a particular color scheme for each faction or whatever, so maybe make the trim match each faction's primary color?
Oh, and you seem to have some outlines that are far too dark. The side view, back angled view, and front angled crouch have the worst examples of this, but the crouch probably isn't actually too bad as you'd expect a shadow there anyways.
What Silvas said, and one more thing...
Fix this:[attachment=0:3m1auqou]Healer Test1.png[/attachment:3m1auqou]
Um, I told you to make his eyes friendly, direct copy of Rofel is not working, and you didn't shaded the upper part of hood too like I said....
And fix this too.
I changed it from Rofel's eyes, guess I need to edit them some more. And you said it was only on the one rear view, which I did add shading too.
I see no change in it at all, send me small poses, I will show you how to do it.
Here, take a stab at it.
[attachment=0:1kqz1tqi]Healer2.bmp[/attachment:1kqz1tqi]
Now, look closely on frame number two and three to see difference on eyes, and on frame number four to see difference in hood.
This should be my last portraitless preview.
[attachment=0:mm5eopi1]Healer Preview.png[/attachment:mm5eopi1]
There appaera to be some solic black pixels under his belt in the front taking damage frame.
His belt looks crazy verticle in the front facing kneeling frame.
The shading on the belt/sash in general looks a bit odd, especially when you look at the front side view of the purple palette.
There's also a random line of black pixels on the side view. Likewise, his head looks detached on the forward-facing, damage-taking view. The belt could use some fixing on the forward-facing and forward-facing diagonal views. Those black outlines are little tough on the eyes too.
One thing at a time, sheesh =P
1. Cheetah, that's not black, that's just dark. I fixed it, though.
2. Cheetah... what are you talking about? You can see all of two pixels of the belt on that frame, I don't think that can be crazy anything.
3. Cheetah, Howso?
4. Mav, I lightened up a line of pixels, I guess. They were dark, not black.
5. Mav... it wasn't detached, it was just dark. Get your eyes checked
I lightened it up.
6. Howso?
The dark color used for some outlines (aye, they're not actually black) are just too dark, in comparison with the other clothing shades. Lighten it even further. Or just use your darkest clothing shade, where possible.
What about the belt?
Messy and blotchy shading on the first four poses/frames. What belt is this based off?
Dycedarg's.
Here's another preview with some tweaks I've made, along with the portraits.
[attachment=1:16lrp4of]Healer Portrait Preview.png[/attachment:16lrp4of]
[attachment=0:16lrp4of]Healer Preview.png[/attachment:16lrp4of]
Why do the hoods look separate from the robes in the portraits?
And what's with that strange blotch in the crouch view that seems to be the same colors on every palette?
Which crouch view and what blotch?
Quote from: "DeadManWalking"Which crouch view and what blotch?
The buttocks are unusually bright because they have the same colors as the hood, it seems.
...you mean the same colors as the rest of the robe?
No, I meant the front crouch. Right in the middle is mostly black pixels with a couple brown, and it's there on every palette.
Silvas is correct. And portrait has too many black, or dark, or whatever outlines
Here's another preview, this should have fixed most of the problems people had.
[attachment=1:yh9l30pp]Healer Preview.png[/attachment:yh9l30pp]
[attachment=0:yh9l30pp]Healer2.bmp[/attachment:yh9l30pp]
My first impressions:
- He looks too bulky for a healer. But if you intend him to be a paladin like unit though, then it is fine. Though, I am not sure how would I approach fixing this for myself.
- His face needs to look more like a generic (the sprite, Not portrait). Compare to a normal Generic Male sprite side by side at 1200% Zoom and work your way from there.
- You most definitely want to change his shoes or the bottom part of the robe. The White Mage either usually have their shoes hidden, or are colored in brighter warmer colors like Red or Yellow/Orange. Shoes in Black is too much contrast for a White Clothed sprite and makes the sprite look dirty towards the bottom.
- You need slightly less blue and slightly more red and green on the primary palette colors. Only very very slightly though.
- Likewise, the red needs to be toned town as well. You have used better colors in the Portrait. Or The 3rd row's choice of red.
- You might want to try making his hands slightly lighter in color as well. But I am not sure.
Hope this helps!
1. You're... literally the first person to make that complaint. I just figured it looked like baggy robes.
2. I tried changing it up a bit.
3. ...what? His shoes are the same color as his gloves, brown.
4. Er, what? The white's are pretty much just a lighter version of the regular priests robes.
5. The reds are exact duplicates...I don't want to make the red darker to keep it as different as I can from that palette.
6. Same color as the boots...
Looks fine;. It's smaller than the original female white mage.
I like the portrait and the way you got the fabric looking, but in the last three the brightest"white" is too saturated , green trimmed one has greenish tint robe and Purple one has a lighte purple looking robe. The colors for #1 and #3!
I'll try desaturating them, but they're pretty much exact copies of the priest palette (the whites, at least).
What? you are directly transferring colors from another palette?... Trust yourself, make good color judgement. The original colors have good color balance, but they have different degrees of shading. Don't believe me? Put your sprite side by side next to the normal priest, see if their colors still look the same, at a glance. They clearly do not, despite using the same colors. Shape Size Space can also influence the visual interpretation of an object. If you are having difficulty in grasping Color Theory, try to turn down the saturation completely (so the sprite is black and white) and then adjust the contrast levels so it looks perfect (as black and white). After you have what you want, and then you can start applying colors. Use the game's other palette colors for Reference and reference only. You have to do some work there~
edit: Remember you only have to adjust the colors very very slightly here. I can do it for you if you want, though I am fairly busy with sprite work myself so you'll need to wait a little.
By the way, having the shoes being the same color as the hands maybe problematic. I think they might look beter if they were in Red or even White. I would try that.
I almost believe it. Maybe the ports just look saturated on my monitor. I noticed the colors for the original white mage are odd. And, right (R999) some builds work with certain colors better. I didn't actually put em side by side.
R999: To be honest, the gloves were originally red (with no red trim on the sleeves) and that got complaints of it making the sleeves look too long, which is why I'm hesitant to make the shoes red, in case it'd cause a similar complaint. I usually do wind up modifying (sometimes heavily) the colors, the red for the primary palette was an exception, though. I'll work on it, though, again, I'm hesitant to make it darker as I want to keep it able to be differentiated between the third palette.
Lijj: Portrait colors I tend to not mod as much (I normally get yelled at to not change them if I do >_>) But I'll see
Hmmm, where to begin? I like your effort DeadMan, but I see a few mistakes here and there that the others already mentioned. Imo the shoes are fine how they are, but you may want to change that shadow on the bottom a little (unless you are using the original shadow from Rofel or whoever). The portrait is alright, but it looks too much like a special character rather than a generic, but who cares, maybe it is a special healing unit? If you are aiming on making a Paladin, however, you might want to strap some armor onto him, but that is only if this is supposed to be a Pally. If not, continue how you are going. Good luck
It's not a pally, it's supposed to be a white-mage-in-training generic unit, with too-baggy robes.
Here's one more preview.
[attachment=0:e2mxiqe0]Healer Preview.png[/attachment:e2mxiqe0]
I like it, It's supposed to be a healer class of some kind ?
It's for the patch I'm working on, viewtopic.php?f=2&t=4911 (http://www.ffhacktics.com/forum/viewtopic.php?f=2&t=4911)
Now they look like exactly like the palettes for the white mages. Who can complain about that?
I think they look better less saturated. Look done to me.
Why is there still a brown pixel or two on all the palettes for the front crouching frame?
Shadow.
Quick question. Aside from the OK, DK, Sam, Lancer, Cavalier and Gafgarion style helms, are there any others?
I think that's all of them, but I'm not sure.
Well, I'm not finished working the kinks out of the Healer/Apprentice, but I think I've done enough I can start working on another project too, another starter class, the Soldier. I probably need to lighten this up, but it's the prototype.
[attachment=0:2bmuc5ad]Soldier Preview.png[/attachment:2bmuc5ad]
Ooh, I like. The shine looks a bit flat on the top part of the helm on the side view though. Diagonal front gloves might could use a tiny bit more shading too.
I don't like the legs/boots at all. They look a little too bulky--except on the rear diagonal view. And those shades of brown you used don't work on this sprite, for whatever reason. You may even want to recolor the hands to match the face, but that's up to you.
Wait, what's wrong with the legs/boots? They're essentially untouched from the Squire... (I just copied Vanya's Warrior idea and recolored part of them to be armor color)
There's actually nothing wrong with them, I just find them ugly. It's not something I'd say needs fixing, it's more like me nitpicking unnecessarily. Don't worry about it.
I agree with mav. Maybe some other boots? Hmm...Don't know.
I dunno. But if you have any suggestions, nows the time. I'm nearly done, I still need to add the extra faces and finish the palettes, but here.
[attachment=0:3ibfnwby]Soldier Preview.png[/attachment:3ibfnwby]
The boots aren't BAD...they just aren't good, but thats not your fault. I like the sprite.
Any suggestion on what to replace the boots with?
I don't mind those boots. They actually look good in the 3rd & last palette. Maybe if the palettes 1 and 4 were anything but the brownish tones you've used.
I'd really like this sprite to be more unique, i'm a massive fan of the helm, but you can really tell that he has a squires body.
Keep the body and shoulder pads (perhaps, or change to custom/not squire) and change the arms and boots. Good luck DMW.
Well, it's meant to be a substitute for the squire, similar to Vanya's warrior. But I'll take a look around...
If you want an armored look, you could use Ch. 1 Ramza's boots or Ch. 2-3 Ramza's boots. If you want traditional boots, you could try Olan's, Gafgarion's, male Thief's. There are tons of options, but they all come with more work.
Delita's CH2 legs are cool-looking and armored. Helm still resembles Lancer to me, but to fix it, you would need to use completely differenet helm. Arms, you could just use Vanya's warrior sprite arms. Chest is okay I s'pose.
...no it's not, Kage. Delita's CH2 legs seem meh, and I didn't particularly like Vanya's arms, it's why I didn't use them. I tried changing the boots to Olan, didn't like the way it looked, they were too large. The thief's looks a little goofy, too.
I've instead tried Lijj's solution, along with finishing the rest of the sprite sheet, I just have to test it in game and fine tune the palettes. Here it is.
[attachment=0:vntxdfgq]Soldier Preview.png[/attachment:vntxdfgq]
Legs of Delita CH2 are meh? WTF? You livin in a cave or what? The same about Vanya's Warrior arms.
Well, whatever, looks like you have your opinions, just like I have mine. Whatever.
I quit.
Delita's legs are too skinny and I don't like the outline look Vanya's shoulder pads have.
I think the problem is that not all of us quite understand what you want this sprite to be, DeadMan. I think you should go ahead and continue creating a sprite that you'd like, not necessarily one that would impress us. Just to clarify, I thought you wanted a lightly armored sprite (which is why I suggested Ch. 2 Ramza's boots). See my attachment for what I mean:
[attachment=0:xxo7d9rc]temp.png[/attachment:xxo7d9rc]
Nah, I want it to be fairly heavily armored, like I have it now. The Soldier is the squire replacement and is supposed to lead to the heavy physical classes (I.E. Knight, Dragoon, Guard, etc) the Chemist/Adventurer is the one that leads to the light physical classes (Thief, Archer, Monk, etc)
Here's the portrait I've made.
[attachment=0:1lwn0nug]Soldier Portrait.png[/attachment:1lwn0nug]
Helmet shading is really bad. I have no idea where the light source is coming from--you need to keep it consistent with the face. Also, the general shading pattern on it has a very cutout vibe that needs to be fixed.
There an example of what would be considered good shading for this helmet? As I'm... not particularly artistic.
Aside from the topic, I have one question for both DeadMan, and Lijj....
How the hell you two work with such great speed?? DeadMan come out one sprite, Lijj come out one, DeadMan come another just not long, same goes for Lijj....
Any tips on this? Or am I slower than everybody else? Lol.
EDIT: Portrait ~ What mav said.
the angle kind of reminds me of a helm from diablo 2.
http://classic.battle.net/diablo2exp/it ... elms.shtml (http://classic.battle.net/diablo2exp/items/normal/helms.shtml)
its the third one down.
Mainly the lack of a job, lots of free time, and needing a hobby.
Edit: Also, that shading was me trying to make it look like the sprite =P Still, I need some kind of reference if you want me to improve it.
Great shape on the portrait DMW. Shading looks bad though.
The helmet could use that texture found throughout a lot of the ports. Makes it look antique or something. See Iron Giant for the exact marbling texture I mean.
Edit: Yes, we all need a healthy hobby or two right? I feel like i just got faster after finally finishing the Terra sprite after the first attempt, rather: FAIL. But i space out sometimes or get distracted, so I don't think I'm that fast. yet
JimmyJW: Use Photoshop and it's keyboard shortcuts{ B= Pen , I= Color Copier , G= Fill In, M = Rectangular Selector Use Shift key (when moving a copy and paste) to keep straight etc.}
...that just looks like random blotches of color on most of it's helmet, really.
Well, here's a random second attempt. I dunno how much better or worse it looks, though.
[attachment=0:3e2lwkdc]Soldier Portrait.png[/attachment:3e2lwkdc]
Three shades for the entire helmet ain't enough. Right now you have two areas of shine surrounded by blobs.
Well, I can get one more shade, but it'll make the eyes look a bit odd.
Before we get to meeting the color limit, take a look at the attachment for an idea of what direction to take this helmet.
Sprite: This might be a little late, but I am really not a fan of the current helmet. He looks like he has a bullet for a head, it is just way too boring.
Portrait: Mav is on the right track for the shading, but I think a spruced up design for the helmet is much needed.
Right now this project is just looking way to much like Smash's Cavalier.
Soldiers Shouldn't Have Epic Fancy Equipment.
I agree with Sir Cheetah.
To be honest, I'm with GeneralStrife. They're not supposed to look ornate and fancy, they're supposed to look easily mass produced and generally 'standard issue.' If you have an example of something that would fit under that that you'd like, by all means, show it and if I like it I'll change it.
In the meantime, here's one more set of portraits, texture mainly thanks to Mav. I changed the shape of the helmet back to what it was in my first design, as I didn't like that change mav had. It made it look kind of conical.
[attachment=0:3mix9p96]Soldier Portrait.png[/attachment:3mix9p96]
Looks better. Of course, I agree with Cheetah and Jimmy, but a complete portrait overall may be too much.
As I said, if you have an example of something that looks different but isn't ornate, fancy, or otherwise anything more than mass produced 'standard issue' feel free to put an example, like this one where I just added a stripe.
[attachment=0:2lev0hgk]Soldier Preview 2.png[/attachment:2lev0hgk]
The stripe looks weird. I preferred with without the stripe.
And I really have to agree with making the armor simple for a Squire replacement. Squires aren't legendary, epic, or fancy so why make their armor create that appearance?
Yeah the stripe does look out of place.
Im still having a lot of trouble coping with that different colour on the bad of his boots. I probably wouldnt mind if the colour that is just on the top rim of the boot, like the front and diagonal facings, continued around his boot.
Good luck DMW.
Yeah, I didn't think it worked out very well, but I just meant it to keep it simple if they wanted an example, pretty much. Also, I'll see about working that in. Might work.
Wait... I don't know what classifies as the rim of the boots. The outline of the bottom front part?
Okay, for some idiotic reason the palette editor isn't making previews anymore, just whining that 'Not enough storage is available to process this command'
Rebooting helped. Anyway, I changed the boots on a suggestion from Twinees.
[attachment=0:rx560mj6]Soldier Preview.png[/attachment:rx560mj6]
Hmm...boots look much better now. I don't see anything really wrong with the sprite anymore.
Yeah thats a big improvement, Looks pretty rockin' now. Good work!
The helmet in the sprite doesn't match the one in the portrait.
Looks pretty good otherwise.
Howso? No one else has thought that.
Hrm. For my next project, does anyone know of any female sprites that have pants?
Quote from: "DeadManWalking"Hrm. For my next project, does anyone know of any female sprites that have pants?
Rafa.
Female Ninja.
Well, here's what I got for a Female Adventurer. I want to give her a hood or a hat or something, but I'm not sure what to use, I don't want to use the female Ninja's because I'm already using a Ninja part, and because I want to save that for the female Guard, but I dunno what else I could use that'd leave 'er with hair.
[attachment=0:2pmqnjpw]Adventurer F Preview.png[/attachment:2pmqnjpw]
Hah, she's badass. She definitely needs something to differentiate her from the Dancer though. I can't think of a good looking hat, but maybe you could just change her bangs and eyes a bit? Great start, man.
cut her hair :0
To be honest, I like her hair, but I wanna try to change it up, so, here. I dunno if this'll work or not, though.
[attachment=0:2tr7ys0u]Adventurer F2 Preview.png[/attachment:2tr7ys0u]
Looks pretty cool, but could you change it to the pants color?
It's the same color as the male adventurer, what did you have in mind?
Looks good. Pillow shades on the bandana.
Quote from: "DeadManWalking"It's the same color as the male adventurer, what did you have in mind?
Assuming that was to me, I should clarify: could you change the color of the bandanna to the color of the pants? Actually, a white bandanna would probably be overkill.
Oh. I thought you were talking about changing the color of the pants.
I'm liking this design. Maybe I will eventually finish my FFGaiden Male theif and then this could easily be turned into the female version, or at least function as a base.
Quote from: "DeadManWalking"Oh. I thought you were talking about changing the color of the pants.
Yeah, I realized afterwords how awkward my wording was in that last post. In any case, the pant color looks exceptional; I went ahead and recolored the bandanna just to see what it'd look like in white. It looked really strange.
On request from Lydyn, I made a copy first without the bandana, here it is.
[attachment=0:282cq1yp]Adventurer F Preview.png[/attachment:282cq1yp]
[attachment=1:282cq1yp]Adventurer F.bmp[/attachment:282cq1yp]
fudge the bandana, just make hair a little different
Looking good, I for one am still looking forward to the bandana version.
I'm definitely going for the bandana.
Hm. Actually, first. Do these look like they match up?
[attachment=1:1ymvfcbx]Adventurer Match Test.png[/attachment:1ymvfcbx]
R999 suggested I do something like this,
[attachment=0:1ymvfcbx]Adventurer Match Test2.png[/attachment:1ymvfcbx]
Both works, to me. Can't really decide. Let's see what others say.
EDIT: Hmm...I guess hat works better as bandana looks more like thief / bandit.
I'm kind of partial to the hatless one, but if i had to choose between the bandana and the Indie hat, id definately go with the indie hat. ( Mostly because Indiana is awesome :] )
Also on a side note, if you're going for a matching look you coil color her boots and gloves the same as the male version? dont matter to me either way.
Heh, I'd definitely go with the version that has either no hat or the bandanna.
Not enough free colors to be able to do that, unfortunately.
I really don't like the bandanna. In my opinion the hat looks wwaaay better. The one with just hair looks too collaged(is it a dancer?).
Maybe you could make the hat more special to differentiate them more.
Yes it's a dancer, but how so?
Not that the hat looks bad at all but just minor tweaks.
For this hat(just an idea) it wouldn't take too long to make the groove at the top more indented. So it's more of a fidora than a derby. Or you could flip the back part of her hat brim up, or both.
It's not super important but should be a standard.
I try to make different pieces for males an females. Like the subtle differences in the rice farming hats or hoods I made for gender diversification; Very slight but noticeably different.
Bandana does looks better though. I'm not going for hatless.
Here's another preview, I changed the gloves/boots/hair to match the males gloves/boots/backpack.
[attachment=0:oulx4vw8]Adventurer F2 Preview.png[/attachment:oulx4vw8]
Good job. I'd change up the palettes a bit, but it's not completely necessary.
Which ones?
The last four. Don't get me wrong, they don't look bad, by any means, I just think you could modify them a bit to better match the job. This is completely your call though.
Maybe change out the blue ones, for a light purple one, and a golden one with black hair?
I'm trying to keep them in line with the current faction palettes, which is Custon, Blue, Red, Green, Purple.
Ah yeah, then i guess they look alright then. Though id make the purple one more purple-looking.
Really fond of the red version.
another dead sprite thread
Yeah, and why you bumped it?
pro necro'er <---
Necroing topics that will give no use is called noob necro'er. You just want to raise your post count!
QuoteYou just want to raise your post count!
Also the dead (topics).