Can anyone give me some advice about this? No matter how much I try, the sprite still looks akward. Also, when viewed from afar, there is no sense of clarity, as you can see. It kind of looks blurry... What am I doing wrong? Maybe there's a need for antialiasing or something?
I suppose I should just enlarge it for now:
Well, one problem is that your colours need more contrast, especially the skin shades. Also, the legs don't really have a sense of depth, making the legs look completely joined together. Perhaps an outline separating the legs will suffice.
Also, you should enlarge your sprites by increments of 100% to keep the pixels consistent and make your sprite more readable at higher sizes. Showing a zoomed version doesn't help when the pixels are distorted.
(04-30-2015, 02:58 PM)Gors Wrote: [ -> ]
Wow, beautiful man, what can I say. Lookin good. Looks a lot more realistic. I'll keep those in mind in the future. Thanks
I'm back. This time, I tried my hand at a knight for a friend. I tried applying the advice about the colored grays for the white shirt. I used a more sort of blue-ish gray. Let me know what you guys think.
This guy looks much more natural than before. Nice improvement on the shapes. The issue this time, though, is banding; the shading is following the outlines shape, giving it a beveled look in some places and a gradient in others. It's understandable for the cylindrical helmet, but even that can be fixed my baking the shades more than a pixel thick. A good idea is to start by picking a light source; for instance, my sprites are all lit from above and slightly in front. This guy looks like he's lit from directly in front, which only makes sense if he's holding a light source, like in the Kirby games when you hold flashing orbs for certain attacks.
(05-11-2015, 07:59 AM)Kelvin Wrote: [ -> ]This guy looks much more natural than before. Nice improvement on the shapes. The issue this time, though, is banding; the shading is following the outlines shape, giving it a beveled look in some places and a gradient in others. It's understandable for the cylindrical helmet, but even that can be fixed my baking the shades more than a pixel thick. A good idea is to start by picking a light source; for instance, my sprites are all lit from above and slightly in front. This guy looks like he's lit from directly in front, which only makes sense if he's holding a light source, like in the Kirby games when you hold flashing orbs for certain attacks.
I see. Maybe I should remove the white highlight directly on the front of the helmet? That should make it look less like the light is directly in front of him, right?
The whole thing makes it look like the light is in front.
(05-13-2015, 03:49 PM)Kelvin Wrote: [ -> ]The whole thing makes it look like the light is in front.
Man, I just don't know. I did mean for the light source to be from the right though. Am I missing something? Maybe you could give me an example using other sprites that do it right?