01-10-2010, 02:35 AM
01-10-2010, 02:35 AM
01-10-2010, 02:26 PM
(01-10-2010, 02:35 AM)Chaoxys Wrote: [ -> ](01-10-2010, 12:11 AM)D.moffett1990 Wrote: [ -> ]Yes, I am doing that.(01-09-2010, 10:52 PM)Chaoxys Wrote: [ -> ](01-09-2010, 10:25 PM)D.moffett1990 Wrote: [ -> ]Anything new?
Ask and you shall receive.
nice are you doing tht or did u wnt me to give it a shot?
k kool its very nice !!
01-10-2010, 11:23 PM
Nice job on the Dark Dragon SGG.
I'll see what I can do about that side pose for Link sometime soon.
I'll see what I can do about that side pose for Link sometime soon.
01-11-2010, 02:05 PM
I may sound like an asshole here, but wouldnt link be better at an angled position? it kinda looks he is looking forward instead of angled like most of the zelda game....
01-11-2010, 03:44 PM
I agree, what perspective is the game supposed to be in, assuming you're making one?
01-11-2010, 05:19 PM
Hm. Lot of posts since I last popped in.
_Review_
>I am exited for the...thing with horns. Looks like you have the proportions right.
>Link doesn't look very angled, but then again, was Link ever angled? I wont say more on the matter. I cannot make a semi-decent** Link of my own accord, so I leave the Hero of Time in your capable hands.
I have created a sampling of bombs. There are the choice originals that I had made, with some larger versions, and I have added in hand-bombs. Next, I plan to add a burning fuse to the favored bombs, then make a flashing red sequence.
**= a semi-decent Link in the traditional styles. I quite like the work I did on my Reverent Wing Link.
_Review_
>I am exited for the...thing with horns. Looks like you have the proportions right.
>Link doesn't look very angled, but then again, was Link ever angled? I wont say more on the matter. I cannot make a semi-decent** Link of my own accord, so I leave the Hero of Time in your capable hands.
I have created a sampling of bombs. There are the choice originals that I had made, with some larger versions, and I have added in hand-bombs. Next, I plan to add a burning fuse to the favored bombs, then make a flashing red sequence.
**= a semi-decent Link in the traditional styles. I quite like the work I did on my Reverent Wing Link.
01-11-2010, 05:44 PM
they are going for a phantom hourglass look and in phantom hourglass link isnt very angeled well he is but not to much ...i have a question tho, are you going to make the background ect like PH, is it going to be a 3d game or is it going to be like the rest of the games because if you put it in minish caps view your link will not look right in that view
01-12-2010, 06:57 PM
New around here and just running across this thread:
Problem in Link's perspective on his sprite is that he looks like you're at eye level with him.
The Dark Dragon sprite you can clearly feel you're looking at him at an angle (the spine extending behind the head, the ends of the horns overlapping the lower portion, position of the shoulders, etc).
Now look at link: Eyes center of head. Cap barely visible. Legs visible above the ankle. And really, when was the last time you could see Link's mouth and neck in a standing position (you barely even see the face in Spirit Tracks, as the eyes are right at the edge of the lower part of the face when facing down).
Did an edit to give a better idea on my take of the perspective (has its own problems, but it's just an example):
Big trait of the Wind Waker Link model is that the face is emphasized to show expression and make up for the blending of the Face and the Hair (it's cell shaded, and there's no detail colors being thrown in, so the face needs all the help it can get to make itself visible).
For example: http://ui27.gamespot.com/410/toonlinksecret_2.jpg
Other thing is that he feels too tall. His current sprite looks more similar to the Zelda II incarnation in size: http://www.videogamesprites.net/Zelda2/Link/
The physical features are somewhat distracting from the typical style of the sprite. It might help to take some cues from the Link to the Past sprites: http://www.spriters-resource.com/snes/ze...sheet/7584 (simply in terms of perspective and form, not literally directly translating them).
Problem in Link's perspective on his sprite is that he looks like you're at eye level with him.
The Dark Dragon sprite you can clearly feel you're looking at him at an angle (the spine extending behind the head, the ends of the horns overlapping the lower portion, position of the shoulders, etc).
Now look at link: Eyes center of head. Cap barely visible. Legs visible above the ankle. And really, when was the last time you could see Link's mouth and neck in a standing position (you barely even see the face in Spirit Tracks, as the eyes are right at the edge of the lower part of the face when facing down).
Did an edit to give a better idea on my take of the perspective (has its own problems, but it's just an example):
Big trait of the Wind Waker Link model is that the face is emphasized to show expression and make up for the blending of the Face and the Hair (it's cell shaded, and there's no detail colors being thrown in, so the face needs all the help it can get to make itself visible).
For example: http://ui27.gamespot.com/410/toonlinksecret_2.jpg
Other thing is that he feels too tall. His current sprite looks more similar to the Zelda II incarnation in size: http://www.videogamesprites.net/Zelda2/Link/
The physical features are somewhat distracting from the typical style of the sprite. It might help to take some cues from the Link to the Past sprites: http://www.spriters-resource.com/snes/ze...sheet/7584 (simply in terms of perspective and form, not literally directly translating them).
01-12-2010, 07:39 PM
(01-12-2010, 06:57 PM)Dire Wrote: [ -> ]New around here and just running across this thread:The thing is is that,
Problem in Link's perspective on his sprite is that he looks like you're at eye level with him.
The Dark Dragon sprite you can clearly feel you're looking at him at an angle (the spine extending behind the head, the ends of the horns overlapping the lower portion, position of the shoulders, etc).
Now look at link: Eyes center of head. Cap barely visible. Legs visible above the ankle. And really, when was the last time you could see Link's mouth and neck in a standing position (you barely even see the face in Spirit Tracks, as the eyes are right at the edge of the lower part of the face when facing down).
Did an edit to give a better idea on my take of the perspective (has its own problems, but it's just an example):
Big trait of the Wind Waker Link model is that the face is emphasized to show expression and make up for the blending of the Face and the Hair (it's cell shaded, and there's no detail colors being thrown in, so the face needs all the help it can get to make itself visible).
For example: http://ui27.gamespot.com/410/toonlinksecret_2.jpg
Other thing is that he feels too tall. His current sprite looks more similar to the Zelda II incarnation in size: http://www.videogamesprites.net/Zelda2/Link/
The physical features are somewhat distracting from the typical style of the sprite. It might help to take some cues from the Link to the Past sprites: http://www.spriters-resource.com/snes/ze...sheet/7584 (simply in terms of perspective and form, not literally directly translating them).
1. The sprite Links are always squished down, so of course you aren't going to see his legs.
2. His hair puffs up, thus the hat is blocked.
Seriously, would you people let me fix my sprite without editing it? I mean, is the post that says "Do not edit this" invisible?
01-12-2010, 10:15 PM
(01-12-2010, 06:57 PM)Dire Wrote: [ -> ]New around here and just running across this thread:I'm sorry but it's pretty bad
Problem in Link's perspective on his sprite is that he looks like you're at eye level with him.
The Dark Dragon sprite you can clearly feel you're looking at him at an angle (the spine extending behind the head, the ends of the horns overlapping the lower portion, position of the shoulders, etc).
Now look at link: Eyes center of head. Cap barely visible. Legs visible above the ankle. And really, when was the last time you could see Link's mouth and neck in a standing position (you barely even see the face in Spirit Tracks, as the eyes are right at the edge of the lower part of the face when facing down).
Did an edit to give a better idea on my take of the perspective (has its own problems, but it's just an example):
Big trait of the Wind Waker Link model is that the face is emphasized to show expression and make up for the blending of the Face and the Hair (it's cell shaded, and there's no detail colors being thrown in, so the face needs all the help it can get to make itself visible).
For example: http://ui27.gamespot.com/410/toonlinksecret_2.jpg
Other thing is that he feels too tall. His current sprite looks more similar to the Zelda II incarnation in size: http://www.videogamesprites.net/Zelda2/Link/
The physical features are somewhat distracting from the typical style of the sprite. It might help to take some cues from the Link to the Past sprites: http://www.spriters-resource.com/snes/ze...sheet/7584 (simply in terms of perspective and form, not literally directly translating them).
SGG's sprite is way better
People don't have to make the sprites exactly like they were in other games
01-12-2010, 10:38 PM
The only problem with the new WIP boss is that it's perspective is different than Link's, as Dire said... Link looks like he's being seen straight on, whereas the boss has a top-down viewpoint. Other than this, all is well.
01-12-2010, 10:40 PM
Well it could be that the boss is looking down at Link, which would make sense.
01-12-2010, 10:59 PM
(01-12-2010, 10:40 PM)SengirDev Wrote: [ -> ]Well it could be that the boss is looking down at Link, which would make sense.I was about to say that, but you beat me to it. Anyways, yeah, the boss is huge and as such would be looking down.
01-12-2010, 11:04 PM
Gotta agree with SGG here. We appreciate the opinion, Dire, but we've got it under control.
01-12-2010, 11:12 PM
@Sengir; I suppose it would, but I'll have to see how it looks as it progresses. Carry on, guys!