Kelvin Shadewing's Pixels - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Creativity (https://www.vg-resource.com/forum-126.html) +--- Forum: Custom Sprites / Pixel Art (https://www.vg-resource.com/forum-127.html) +--- Thread: Kelvin Shadewing's Pixels (/thread-25393.html) |
RE: Kelvin Shadewing's Pixels - Kelvin - 03-25-2016 I see what you mean. I'll work on that in a bit. Something else I've been working on but forgot to post earlier was this: I wanted to see how Midi would look if I made his legs digitgrade, since I think they look a bit more alien and unusual. I also had an idea where I'd give him four ears, similar to the Avali mod for Starbound, but I'm not sure if that's going overboard or not. I'm definitely keeping the longer primary ears, though; long ears are cuter. ^.-.^ That's how he'd look with the extra ears. I'm considering these changes because I don't want him to just be a generic furry character, but I'm not sure I'm all that good at animating digitgrade biped runs. I'll take any advice I can get on this. I had considered simply saying that he already was digitgrade in his previous sprite, but the running animation for that one is very obviously plantigrade. [EDIT] Just as a reference, I'm going for something like this, just without the 'pants'. RE: Kelvin Shadewing's Pixels - DragonDePlatino - 03-25-2016 Here are some good digitigrade walk cycle references I found on Google. They're very similar to plantigrade walk cycles, but the character stays on their toes during contact frames and their feet extend more on the high-point frames. Keep in mind, they're a little more difficult to draw than plantigrade cycles since you have more joints to work with. RE: Kelvin Shadewing's Pixels - Kelvin - 03-25-2016 That guy's stuff is what I used for the running. Thing is, the biped running cycle comes in 12 frames, so when I tried to cut it down to 8, it stuck weirdly, but 6 seems too choppy. I probably won't make the switch anyway, though, because that leg example looks like sort of a mix between plantigrade and digitgrade traits, but that's mainly because it's trying to fit around a human leg, but I haven't seen anyone do Lucario anatomy sheets or anything like that, so it's all I've had to go by. In the meantime, I've got some morphball sprites. I've had the idea for Midi to have a morphball-like ability for a long time, and originally, it was just him curling up so tight that he was pretty much ball-shaped, but his tail would go all around him, and he was pretty much just a circle of brown, so I changed it so he would have an actual metal ball he would roll in. I call it the pillbug armor. Two versions, one being made of icy colors, and the other being colors that resemble Midi's clothes. A couple ideas, as you can see, are a transparent window instead of a spinning light that show Midi smooshed up inside. RE: Kelvin Shadewing's Pixels - Kelvin - 06-26-2016 Sorry I've been gone so long. ^.-.^; I actually like the digitgrade legs, just not so much on Midi, so I might make another character with them. Maybe when I start doing my Creative Commons series. So here's what I have of Midi so far: I also modified the portrait for the new long-eared look, and replaced the anti aliasing with dithering. I think it reduces the blurriness, and I'm hoping it gives a good texture to the tail. Any pointers on it, though? Dithering is kinda tricky. RE: Kelvin Shadewing's Pixels - Kelvin - 07-03-2016 So, I made a goat. RE: Kelvin Shadewing's Pixels - Jaharl - 07-03-2016 The sprite is looking pretty good, but I feel like there is a bit of pillow shading however besides that. It is looking pretty good, keep it up. RE: Kelvin Shadewing's Pixels - Kelvin - 07-04-2016 Where do you see pillow shading? Also, I just noticed I forgot to shade the right pec. XD RE: Kelvin Shadewing's Pixels - Jaharl - 07-04-2016 Well I say that you should decrease the little dithering on the torso and ears because it just looks weird to me. RE: Kelvin Shadewing's Pixels - Gors - 07-05-2016 the arm muscles feel very strange, you need to define the shapes better. also I agree with Jaharl in the sense that the dithers don't work in all places (it looks good on the pants due to texturing, but not so much on the body) RE: Kelvin Shadewing's Pixels - Kelvin - 08-24-2016 Welp, been a while since I did anything pixelly, so here's a house I made: RE: Kelvin Shadewing's Pixels - Kelvin - 01-17-2017 So I started doing Tuxemon sprites for people, and I came up with this: It's supposed to look like this: So, yeah, need to get some feedback. This is supposed to be the front battle sprite. I haven't shaded the head yet, cuz that's the area where I feel I'm having the most trouble with the shape. RE: Kelvin Shadewing's Pixels - Silversea - 01-17-2017 I have a small series of crits if you don't mind. If that's a front sprite I'd like to see the tendrils/anthers(?) of the other arm showing, else it makes it look very one-sided when the concept is not meant to be. The head needs work -- firstly I'm not sure if that dark green and yellow mask works, but most importantly you've defined white eyes but they are completely invisible in the normal sized sprite. Experiment with dark pixels around the eyes to remedy that. The bottom half is excellent, but I expect the green leaves would show between the other pink petal frills at this angle. The sprite overall feels off balanced, so maybe straighten it up, or have it lean forward rather than back. You are going for the later 2D pokemon style evidently, so don't be afraid to use more black outlining opposite the light source. Your sprite is about 50/50 light/dark outlines, while the pokemon sprite style usually involves 25/75 light/dark outlines. RE: Kelvin Shadewing's Pixels - Kelvin - 01-19-2017 I only drew the anthers on the one side because I stopped to get feedback before doing them on the other side. I was hoping to hear how they looked before doing the other because I didn't want to have to change both sides. As for the face, apart from putting some kind of outline around the eyes, I don't know what else to do. It's not my design, so I can't change the colors. I'll try to lean it forward some more, though. And, yeah, gonna try to make the other leaves show up better under the petals. So for the outlines, you want them to go a bit into the lit areas? And I was using the GBA sprites as a reference; just hadn't gotten to doing any dithering yet. RE: Kelvin Shadewing's Pixels - Silversea - 01-19-2017 The Gen 1 GBA sprites have the most pale outlining out of all "modern" sprite sets, but they still have a fair bit of black outlining -- if you are going for that style then yes it would go a bit into the lit areas. For the anthers (and the face, actually) -- I would go with the mandatory "don't use ms paint yellow" note. Try a slightly more orange or desaturated one. Don't worry about changing the colours, it can be pulled off with this palette. RE: Kelvin Shadewing's Pixels - Kelvin - 10-01-2017 Boy, it's been a looooooooong time since I was here. Got bored, started something new, here's the beginning: It's my feeble attempt at bringing the Fusion Suit into Super Metroid, but I went a bit further and decided to change the posture to match the Advance sprite's. |