Uran from Tetsuwan Atom series - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Spriting and Pixel Art (https://www.vg-resource.com/forum-14.html) +----- Thread: Uran from Tetsuwan Atom series (/thread-22475.html) |
RE: Uran from Tetsuwan Atom series - Toshio - 02-04-2013 I'll keep the original proportions and then I'll fix the shadding with time. Roll doesn't even have the shadding which I desire. RE: Uran from Tetsuwan Atom series - Novally - 02-04-2013 You're missing the whole point. Which has been clearly stated... RE: Uran from Tetsuwan Atom series - Toshio - 02-04-2013 (02-04-2013, 07:37 AM)Novally Wrote: You're missing the whole point. Which has been clearly stated... I tould from the very start that Roll will don't work for me. I'll use a shadding style more like Magical Chaser and all I need is to practice. And I refuse to make needless changes in her proportions since I intent to make her more like the anime. RE: Uran from Tetsuwan Atom series - Novally - 02-04-2013 Quote:I tould from the very start that Roll will don't work for me. So you intend to leave obvious mistakes and glaring problems in your work? That's not good practice. Her proportions ARE wrong. It's understandable that you want to stick to her anime style, that does not mean keeping the negative issues that come with them. RE: Uran from Tetsuwan Atom series - Garamonde - 02-04-2013 when people are suggesting to use Roll as reference, they don't mean tracing over her sprite, if that is what you thought. you'll still shade it how you want. it's just to... get ideas about how robot girl proportions would work among other things (after all Mega Man is based on Astro Boy, of course). this doesn't mean copying it. but aside from that, it's seriously really important when trying to make a character conform to a new artstyle to get the propertions right. if she was drawn in, say, a super-deformed chibi style, she would have a giant head, small body and smaller legs. she would not be 100% accurate to the anime. it's important to know how to draw something without having to trace over or copy references, especially when converting to different styles. believe me I know it can be hard, but honestly you have to listen to us if you want her to be the best she can be. I can understand not wanting to try and fix something thinking it might fail and then have to fix it further, but this is all part of trying to get something right. trust me we've all been there and it's not easy. please just try at least one time to fix what we said (you only have to fix one frame by the way -- once you get the first sprite right you can adjust the other sprites to match) and we will see how it turns out. if it is not quite there then we'll help it get there. we're doing this because it wouldn't be nice if people went like "wow who made that character it's kinda ugly compared to the others". obviously, this isn't a Tetsuwon Atom fighting game, it's a MUGEN game, so it needs to really fit in MUGEN style to work. just try it and you'll see how much better it'll get. RE: Uran from Tetsuwan Atom series - Toshio - 02-04-2013 Roll shadding style is too outdated that I can't even take her in consideration for reference. I'll try look back at shadding styles from Ougon Musou Kyoku and Vanguard Princess, perhaps they can work a lot better for reference than Magical Chaser. I want to keep the retro style intact, after all it would get away from Tezuka style. After all, Magical Chaser characters were made in the same way. RE: Uran from Tetsuwan Atom series - Previous - 02-04-2013 I don't know if you read the posts above but Mighty Jetters explained quite well that you're not meant to use Roll as a reference for the shading, but for the robot girl proportions. RE: Uran from Tetsuwan Atom series - 2blackbar - 02-04-2013 IMO that is bad flat reference with almost no lighting at all and bad gray outline, are you guys sure? This is good reference http://spritedatabase.net/files/arcade/622/Sprite/MegaManMVC.png RE: Uran from Tetsuwan Atom series - Toshio - 02-04-2013 I'm making a test following Rockman's sprite. I'm not sure if the test will work well, but Uran will keep her retro style intact. RE: Uran from Tetsuwan Atom series - Novally - 02-04-2013 (02-04-2013, 12:30 PM)Previous Wrote: I don't know if you read the posts above but Mighty Jetters explained quite well that you're not meant to use Roll as a reference for the shading, but for the robot girl proportions. Thank you! (02-04-2013, 12:32 PM)2blackbar Wrote: IMO that is bad flat reference with almost no lighting at all and bad gray outline, are you guys sure? Not as a sprite reference, as an anatomy guideline to how a robotic little girl should be proportioned. Also He doesn't really need to use Megaman as a reference. We are talking about a little robotic girl. (02-04-2013, 12:58 PM)Toshio Wrote: I'm making a test following Rockman's sprite. I'm starting to think you are completely rejecting our suggestions. When I used to be heavy Mugen player I've always wondered why do these Mugen coders distribute such sloppy work. It's because they didn't have people like us helping them revise it. If you're going to put your name on something it would be nice to make it the best you can for integrity purposes. I'm not suggesting using Roll as a pixel art reference. It's an incomplete sprite that Capcom will never finish. Her anatomy is still good. Her body parts are in sync in size. It's completely up to you if you want to neglect our helpful comments, but it's going to reflect on your Mugen character. RE: Uran from Tetsuwan Atom series - 2blackbar - 02-04-2013 I dont see problem with proportions, let him breathe people, just givesome advice about shading, thats important. I suggested megaman cause he has kinda ok shading for fighting game with 2:1 contrast ratio so leg and hand farther from camera is darker a bit. RE: Uran from Tetsuwan Atom series - Novally - 02-04-2013 (02-04-2013, 03:44 PM)2blackbar Wrote: I dont see problem with proportions, let him breathe people, just givesome advice about shading, thats important. Her limbs are out of sync it looks really awkward and just would not work properly. We should not just give advice to one thing. We should work on the sprite as a whole. RE: Uran from Tetsuwan Atom series - Garamonde - 02-04-2013 honestly the legs are too long. but, I guess we'll just have to wait and see what he does with it... I know if it were me I'd make the necessary changes as requested by people who are more experienced in spriting as I know it would make the product better. and we already gave advice about shading... RE: Uran from Tetsuwan Atom series - 2blackbar - 02-05-2013 yea that 2nd one need shorter legs, i thought it was about 1st and his anims drawn over anime screencaps.BUT its important to add shading first so tyou dont have to do whole animation twice because you was lazy or didnt had knowledge, then after shading you can focus on other problems. RE: Uran from Tetsuwan Atom series - Bombshell93 - 02-05-2013 shading should near always be your last priority, if the line work is wrong, then the form is wrong, if the form is wrong, then the shading is wrong. animation especially, if your planning on animating a lot you need to stick to basic shading and clean up the finer shading later on, else you'll be redoing details all over the place with each and every mistake you find. |