A not just re-color! Edit of Moltres! - 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: A not just re-color! Edit of Moltres! (/thread-17025.html) |
A not just re-color! Edit of Moltres! - KoopaEater - 03-31-2011 I will make a full sheet if it's likable. Also, I am slowly learning how to sprite, so be gentle. I will have some customs up...soon. The white spots are sparkles. RE: A not just re-color! Edit of Moltres! - Alpha Six - 03-31-2011 It's jpegged and barely readable. And I don't get what it's supposed to be. Articuno? RE: A not just re-color! Edit of Moltres! - KoopaEater - 03-31-2011 Nah. Just a blue, fireless version of Moltres. PNG added. RE: A not just re-color! Edit of Moltres! - Gors - 03-31-2011 well you edited it then recolored it I guess it's still one step further in pixeling, but I don't see anything interesting. I don't get those stray pixels below it, also wings are completely shit. Use a reference before tackling things such as wings; they're usually complicated to do. RE: A not just re-color! Edit of Moltres! - Woppet* - 03-31-2011 (03-31-2011, 01:54 PM)KoopaEater Wrote: The white spots are sparkles. When you have to explain what something is you know theres a problem. Look, throw it out. Try something else. You'll get better. Look at other peoples pixelart. Don't copy it. But try to incorporate techniques into your own work that you've seen and you think looks cool. RE: A not just re-color! Edit of Moltres! - KoopaEater - 03-31-2011 So happy Gors, my ol' friend, commented here. RE: A not just re-color! Edit of Moltres! - Cobalt Blue - 03-31-2011 this is terrible RE: A not just re-color! Edit of Moltres! - Chutzpar - 04-01-2011 What you should be taking away from the original sprite (and subsequently trying to apply to your own original sprites): Line quality; specifically, the use of selout and anti-aliasing. From the spriting dictionary thread (thanks Gors c: ) Quote:SELOUT (aka selective outlining)- It's a technique where you 'select' the outlines that will be shaded. Used correctly, it can make your sprite to look more 3D than it would with plain black outlines. Quote:ANTI-ALIASING (aka AA)- It's a technique where you place mid-tone pixels in strategical places to make the line smoother. I did your homework for you and zoomed in a bunch so you can see what's actually going on with the sprite you edited: Selective Outlining: notice how some of the lines on the body are done in brown? That's where something either has less weight, or where it's in less extreme shadow. You can see Anti-Aliasing on the wing; notice how the same brown colour is used alongside the black, to smooth out the edges there. If it weren't for that, it'd look jagged. You should also pay attention to its palette. By the looks of things with your blues you've just used a darker version of your base colour. Don't do that. That'll make things look flat and sort of lifeless - pay attention to the colour of shadows in real life. Are they just darker versions of the lit parts? (the answer is no) So what do you need to do? Hueshift. Explanation from the Spriting Dictionary thread, again: Quote:HUESHIFT- Hue shift, as the name implies, is shifting the hue. Again, I've been nice enough to do your homework for you, and put up a (slightly incomplete) palette from the Moltres sprite: The second line's probably more obvious than the first; in the second you can see that it starts orangey and shifts more towards pink and red hues the top line's more subtle; it goes from a pale pure yellow and shifts ever-so-slightly towards orange. Aside from just plain old looking nicer, this is a way of increasing the contrast between lit and unlit areas without having to go too dark, tonally. Using too many dark tones will mess with your readability. Short version: Don't just edit and recolour unthinkingly. You need to pay attention to how the artist approached the sprite you're looking at, and understand why they used certain techniques. Definitely, definitely look at the Spriting Dictionary Thread, it's stickied in this forum. |