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Full Version: Sage's/Forte's Sprites and things
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ike shirtless
Sorry for the lack of posts. Been being lazy.

[Image: QStYJ36.png][Image: UfTsPc8.png]
FINALLY resigned the main Protagonist for my fighting game idea. Still need to give him a new name, but I'm going simple with his design.

Also, I'm gonna redo all of the old sprites that I made for this idea.

Haven't forgotten about the requests. In fact, I may stream those when I get the chance.
I have issues seeing the folded arm. This is due to contrast and to the way the hand tucks into the body.
May I suggest you work on a background other than white or transparent? It makes it hard to see your sprite's details.

Looking forward to an update Smile
(06-25-2015, 02:43 PM)Chris2Balls [:B] Wrote: [ -> ]I have issues seeing the folded arm. This is due to contrast and to the way the hand tucks into the body.
May I suggest you work on a background other than white or transparent? It makes it hard to see your sprite's details.

Looking forward to an update Smile

I've never been good with arm folds due to not having a good eye for perspective. It doesn't really help that the sprite itself is kinda small. I'll try my best to fix it though.

I don't mind using a colored background if it makes finding problems helpful, so I'll make sure to continue using them. Here's the sprite with a reddish-gray background:
[Image: Wr2nOPP.png]
Thanks for the feedback! ^^
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Small update.
[Image: Rf8ifHm.png] [CRITICAL HITS INTENSIFIES]
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This was actually really fun to shade, and I hate shading. Should I attempt to animate it, too?
The ponytail and clothes look pretty good, but the face and arms and sword all look a bit blobby. The boots could also use some work with shading. Keep the shape of the object in mind when shading.
[Image: vjpa718.png]
Newer version on the left. The arms were kinda tough though.
[Image: FJUzqtj.gif]

Finally got around to starting to animating it. I think her right hand needs to move, but I'm not sure on how to do it.
Hmm. There are some things that feel a little off in this animation. When her heels are at the highest point, her hair seems to stick in the air by itself. It might look more natural if you keep it continuously moving. I think there might be too many frames as well, because the animations still works with four frames.

[Image: animation_critique_by_dragondeplatino-d8zt6ub.gif]

Anatomy isn't one of my strengths but I took a shot at the right arm as well. Her forearm should probably be visible at this angle.
Yeah, someone said something similar about the hair at another forum. I was actually gonna go for just four frames as well, so I'm glad that my first idea was the better solution. I'll keep that in mind next time. And I'll work on her right arm as well. Your example gave me an idea. Thanks for the suggestions.
Will complete that Lyn animation soon, but I felt like messing around a little more.


[Image: KlQPnTn.png]


The characters at the bottom are the children of the characters at the top. Basically, I'm trying to make the style a little bigger without the outline. I've attempted this before, but I think I've nailed it this time. Also, I haven't the slightest clue how to shade waists. That's the only thing that I haven't done yet on these sprites.
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I'm having too much fun with this.

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Larger Version
Have you tried building your pixel art over a base skeleton? I'd think that would really improve your work, as your sprites and shading seem to be really dang good, but some of the posing seems to be iffy, to say.

Try building over a hierarchy.

-Base skeleton

-Then the main base forms

-After, add clothing over the base forms. This is to plan the cloths out better after you got the base pose, since drawing the cloths while not having the pose planned can distract the details.

-And then minor details (Such as fingers, hair splits, toes)

-After that, add colour

-Then add shading.

Also, try to redraw each frame rather than editing them. This tends to help me get the idea of what to draw each frame, and then I'd clean it up to make it flow better.
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