Knightsbridge character sprites

Started by sergiocornaga, Sun 12/12/2004 09:18:53

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sergiocornaga

This here is the main character for KC in two outfits. I somewhat dislike him. I somewhat dislike his legs and kneecaps. C&C appreciated, keep in mind his style needs to be fairly simple if it is to be duplicated for a ron-style series.




Chicky

Alex was nagging me, so i gave it a shot.


[Cameron]

Dude, I wasn't nagging. And stop calling me Alex.


Alec

Chicky

You cant blame me with the amount you change your name.

And its a nice sprite SURGE, i really like the face.

DragonRose

My take on plain clothes man.


1. Added some shading around the sleeves of the shirt, trying to create a bit more depth to the body- the left arm now seems to be more in front of the body, and the right arm behind, rather than the body being facing straight forward.

2. Changed the shape of the sleeves.  Because the POV is slightly birds eye, all the verticle curves should have the centre lower than the ends.

3. Moved the right arm in maybe two pixels. It seemed like he was holding his arms out from his body rather unnaturally. This is a bit more relaxed, and gives a better curve to the shoulder.

4. Changed the shape of the feet.  In mens shoes the toes are usually lower than the ankle. Also, his feet were just plain huge. As a general rule, they should be about the same length as the forearm.

I really like the shading on the shirt, and the head is great. This is going to be  nice looking game.
Sssshhhh!!! No sex please, we're British!!- Pumaman

sergiocornaga



Ever-so-slightly modified version. Yay.

Damien

My advice is to make him look directly forward first, then create a side view from that.

And You could always use Eric's template to get the job done faster.

Cluey

I feel the legs need to be longer...
Aramore
My webcomic.

DragonRose

Quote from: Damien on Thu 16/12/2004 18:59:40
My advice is to make him look directly forward first, then create a side view from that.

What chew talkin' bout? That is a front view. The head is at a 3/4 angle, but the shoulders, hips and feet are pointed forward. They are turned a little, but that just gives the character a bit more of a dynamic stance.
Sssshhhh!!! No sex please, we're British!!- Pumaman

Damien

Why isn't he symmetrical then? I mean, if he's turned directly to the camera?

DragonRose

Dynamics. Symmetry is boring. If you look at Monkey Island or FOA sprites, you'll see that the front views aren't exactly symmetrical.

Anyway, imagine trying to draw a walking animation from that sprite. Yes, he could walk forward from that posistion, but if he was to go sideways he'd have to do some sort of fancy dance step, crossing his legs over.  Which would be absolutely HILARIOUS to see used in a game.
Sssshhhh!!! No sex please, we're British!!- Pumaman

sergiocornaga

Having everything at exactly front and side views is boring and looks too mechanic. In Fatman the side walkcycle was perfectly side on, but when he stopped he kinda faced the camera.

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