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Mario enemies overworlds, item icons and more - Printable Version

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RE: Mario enemies overworlds and item icons - Neslug - 03-18-2009

[Image: mapbobomb.gif]

Here's the Bob-omb I was talking about.

[Image: mapshroob.gif]

Made a Shroob for kicks. I know the arms and legs might look longer than usual, but I like them that way.


RE: Mario enemies overworlds and item icons - Neslug - 03-20-2009

Brirock and Mario Bros.

[Image: brirocksprite.gif]
[Image: mariobrossprite.gif]


RE: Mario enemies overworlds and item icons - Shroob2 - 03-20-2009

....
...
...
...
Topic is now win.

On another note, first Brirock custom!


RE: Mario enemies overworlds and item icons - Goemar - 03-20-2009

Excellent, really smooth animations - just plain awesome.
As for the Brirock ones... I have no idea what that is, but they look good.


RE: Mario enemies overworlds and item icons - Chaoxys - 03-20-2009

I like these. Only problem I see is that the shading on Brirock's head seems odd for a cube, and that his right arm (our left, or, you know, the one in hte air) seems thicker than the other one.


RE: Mario enemies overworlds and item icons - Neslug - 03-20-2009

Brirock's left arm fixed. Don't know how I would go on about changing the shading, though.

Working on Monty Mole at the moment, Piranha Plant also coming up.


RE: Mario enemies overworlds and item icons - Bear Saxaphone - 03-20-2009

Mario and Luigi look to small, and too stiff. There heads don't seem to connect right. Also, I don't like the mustaches.

The brick guys is about perfect, but the arms and hands are weird.


RE: Mario enemies overworlds and item icons - Neslug - 03-20-2009

(03-20-2009, 03:45 PM)Paris Wrote: Mario and Luigi look to small
They're not to scale with Brirock, as they aren't for the same set.

(03-20-2009, 03:45 PM)Paris Wrote: too stiff.
I mostly tried to model the pose similar to those seen in the Mario & Luigi games without making it the exact same deal.

(03-20-2009, 03:45 PM)Paris Wrote: There heads don't seem to connect right.
And what could I do about it?

(03-20-2009, 03:45 PM)Paris Wrote: Also, I don't like the mustaches.
Pah, matter of opinion. Don't think there's much I could do even if I wanted.

(03-20-2009, 03:45 PM)Paris Wrote: The brick guys is about perfect, but the arms and hands are weird.
Care to elaborate on that?


RE: Mario enemies overworlds and item icons - Bear Saxaphone - 03-20-2009

Make the chine bigger, put the head on the body (not on top).


RE: Mario enemies overworlds and item icons - Shroob2 - 03-21-2009

Are you going to update the first post?

Anyways, now that I look at it, Brirock's shading does seem off. Considering he's a cube and all. I don't know how one would go around fixing it, but...


RE: Mario enemies overworlds and item icons - Neslug - 03-21-2009

(03-21-2009, 09:35 AM)Shroob2 Wrote: Are you going to update the first post?
Sure, if you want me to. There's still some stuff I've yet to finish, such as the Magikoopa (looks terrible, will probably scrap) and Monty Mole (too big, otherwise OK).

(03-21-2009, 09:35 AM)Shroob2 Wrote: Anyways, now that I look at it, Brirock's shading does seem off. Considering he's a cube and all. I don't know how one would go around fixing it, but...
Cube. Flat side. Flat shading. But I don't want that.


RE: Mario enemies overworlds and item icons - Girugämesh - 03-21-2009

Remarkable :]
Most of these sprites are simply stunning. Your general pallet really is bright colourfull and even dull colors work well in your self-created style! Not even the colors are one of your style's features, but also the general art. With that i mean the toony twist. You give your interpretation, and still stay close to their actual designs. I really notice that when I look at the goombas and the shyguys. I have seen few shyguys have their mask as facial expressions. But, I don't know why but amidst you're bending the rules, you make it look so creative! Big Grin The Boo's are actually my favourite. The roundness is very well rendered with Anti-aliasing. However, the top of the boo is better anti-aliased than the bottom. Try to get rid of that 3rd shade and keep the boo simply cellshaded. The 3rd shade is merely visible anyways. But the general shades are lovely though :]
When it comes to the shyguys, maybe you could move the face (3 holes only) up by a pixel? It looks like he's looking much lower as the other characters. The others seem to see straight ahead. Their arms could also be a bit more highlighted. With that I mean you could make the shading stronger under their little cute arms. Since few light even reaches that place. But I don't mean armpits! So sorry for any confusion ^^
The Koopa's are very nice. My only problem is the highly saturated pixels of orange/vermilion. Try to make them either browner or duller. And how come the Koopa troopa's have thicker thighs? maybe separate the legs a bit more like you did with the Koopatroopas. They looked absolutely lovely! Big Grin
The shells themselves are kinda saturated as well and could have less shine, since they already have lotsa contrast. The bombs and shroobs are kickass as well. Bribrock looks great, and I suppose he's from the new M&L game? that's cool :]
Mario and luigi are cute looking and it's a nice touch. You could just make them a bit more relaxed (playing around with the arms and feet might do the trick c: !) and try to make them look even more different from eachother.

These sprites really have a lot of potential, and I simply love them, and looking forward for improvement and even more of these! c:


RE: Mario enemies overworlds and item icons - Neslug - 03-21-2009

(03-21-2009, 10:28 AM)Girugämesh Wrote: You give your interpretation, and still stay close to their actual designs.
The most rewarding thing is giving them your own touch.

(03-21-2009, 10:28 AM)Girugämesh Wrote: However, the top of the boo is better anti-aliased than the bottom. Try to get rid of that 3rd shade and keep the boo simply cellshaded. The 3rd shade is merely visible anyways.
Fixed, thanks for pointing it out.

(03-21-2009, 10:28 AM)Girugämesh Wrote: When it comes to the shyguys, maybe you could move the face (3 holes only) up by a pixel? It looks like he's looking much lower as the other characters.
They're all supposed to be from a slight top-down perspective, meaning the face shouldn't be in the middle. I tried that and it didn't look much better in my opinion.

(03-21-2009, 10:28 AM)Girugämesh Wrote: Their arms couldalso be a bit more highlighted. With that I mean you could make the shading stronger under their little cute arms.
Tried, but couldn't make them look any better. Just worse.

(03-21-2009, 10:28 AM)Girugämesh Wrote: The Koopa's are very nice. My only problem is the highly saturated pixels of orange/vermilion. Try to make them either browner or duller.
Done. The reason I originally had them so saturated was because I tried to keep the colour count low spread across the sheet and used a lot of shared colours.

(03-21-2009, 10:28 AM)Girugämesh Wrote: And how come the Koopa troopa's have thicker thighs?
Part of my style to draw Koopa Troopas.

(03-21-2009, 10:28 AM)Girugämesh Wrote: Bribrock looks great, and I suppose he's from the new M&L game?
Yeah, he is.

(03-21-2009, 10:28 AM)Girugämesh Wrote: and try to make them look even more different from eachother.
Still working on that.


RE: Mario enemies overworlds and item icons - Neslug - 03-23-2009

[Image: mappiranhaplantpipe.gif]

Piranha Plant done. I know the head is huge, but I made it like that on purpose, so nobody has to point it out for me. Might make one with a smaller head if I feel like it, though I kinda like the exaggerated look of it.


RE: Mario enemies overworlds and item icons - Mageker - 03-23-2009

Dude, I love that thing =D
Can I know what's next?