How should I go about this? More blue-ish?

Started by Icey, Mon 20/02/2012 01:10:43

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Icey

#20
Well I was actually not trying to make him look like neku but I was using him as a example of the Tetsuya Numora style I have been using.

However I edited him so I think he has a chest now. Does this look a little better?


Tabata

I hope you don't mind, me playing around with the boy a bit  ;)

Would this still fit the style you are looking for?

                     

Icey

Wow that looks way better then what I made. The hair is little off due to the sprite perspective but's cool. Sadly though I can't use the edit cause I thought I had went along and made all the other views for the Last edit by me. And I hate making walking views so I don't really plan to do them over. Such shame though, I really wish I could have used him :/

Mad

#23
Quote from: Icey games on Fri 24/02/2012 00:11:21
Sadly though I can't use the edit cause I thought I had went along and made all the other views for the Last edit by me. And I hate making walking views so I don't really plan to do them over.
That's a pity, because I think there are some great improvements in Khris' and Tabata's edits. You could always do some minor edits in your existing frames, there is no need to completely redo them all. IMHO, it would be worth it!

I made this yesterday and didn't have a chance to post it until now. Even if it doesn't come to use with this sprite it might help in the future.



This incorporates most of the things Khris has already mentioned. It's maybe more of a possible approach to spriting.

To get the basic anatomy about rightish (even if exagerated etc.) It can be helpful to make a blank doll first, before drawing the clothes and everything. So, the first image shows your typical skinny androgynous model. This is not really more work, and you could use this as template for other sprites, even female ones.

This doll can then be 'dressed' up, and you'll maybe find that you get a better idea, of how the clothes fall and form creases (again, even if cartoonish).

The next images address a problem I have with your lighting. There are massive highlights on the hair and trousers, but non on the shirt. This accentuates the flatnes of the body. You could of course ignore shading altogether, which would make animating easier and faster. Or, just use the outline colours, if you don't want to introduce more shades. I prefer to use one darker shade for each element, this is up to you.

I hope this is of some help!

ps: Please excuse the crappy hair-do, I can't for the life of me grasp the concept of that spiky quiff!

Icey

#24
That's really helpful and I think I will use the doll for future references when designing other games.

I will show the reason why I really don't wan' to edit it even though it's still possible.



I guess you can call me lazy but this game was really supposed to take 1 or 2 days. However I am thank full it took longer cause it will have better sprites. But really just want to get it out the way before break is over. :-\

And maybe this will help a little. Here is a picture of Dave.

Ryan Timothy B

What's going on with the blue haze around the characters? Right now they look radioactive or ghost-like.

As for the walk-cycle, I'm judging this purely on the sprites and not seeing it in motion, but it looks like a serious case of briefcase arms. He doesn't look like he's even slightly moving his arms. But I have to see the animation to know for sure.

Icey

briefcase arms arms lol. huhhh....

The blue aura is present around them because of the location. here not dead nut I don't wan't to spoil it. I should have the game out in a few hours. I just got to build up some strength to get each sprite in the game.

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