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Some Custom Sprites
#31
no, no no no no.

pillowshading is shit always and should always be avoided.

theorically, pillowshading implies that the lightsource would be placed between the viewer and the object. but even in that case, pillowshading is basically shading gradientally an object by simply following its contour with sucesive tones from a darker outside to a ligher center, and treat ever single shape in an object individually.

[Image: lightsourcesample.png]left is pillowshading, right is correct lightsource

it doesnt make sense and its completely wrong because it would mean that every part of your body has exactly a small lightsource on its center and this part its not afected by the rest of the said small lightsources.
[Image: Apple-2.png]
Also Diferent materials react diferently when hit by light. not all metals are totally shinny. just like in this sprite.
[Image: 107_guardromon.gif]
remember that it also depends if your shading wants to give a more realistic look or its a more simple cellshading.

about Anti-Alias, the main idea is to soften the trasition between to contrasting colors generating a more smooth and clear result. since there is not really a formula to AA stuff, everything come out from experimentation, practice, and common sense. it depeneds purely on what you're looking to do, when its posible, and when its necesary. yes because ANTIALIAS IS [u]NOT A MUST[/u] and neither is a part of the shading process.
[Image: aate0.png]
smaller sprites like yours do not require and should try to not antialias, sinc ethe limited area you have to work demands the highest amout of readbility posible in order to be able to identify what you are suposed to be viewing, easily.
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#32
Okay I geuss I was wrong what pillow shading was really, but I don't need to really worry about this cause I never liked pillow shading and never seen its real use if its the way your explaining it.

And the last sprite he edited looks good, he should already start on animation just it looks rather jaggedy to me a little bit.
#33
Ok, so Mega thinks the last one worked. How about you, Metaru? You think I can get to the animations now, now that I have a grasp on how to do this character's shading? Or are there other things I could tweak?

I'm not too worried about the jaggedness. The sprite is small and shouldn't need anti-alias, especially once backgrounds are used.
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#34
(05-15-2009, 03:47 AM)Skye McCloud Wrote: Ok, so Mega thinks the last one worked. How about you, Metaru? You think I can get to the animations now, now that I have a grasp on how to do this character's shading? Or are there other things I could tweak?

I'm not too worried about the jaggedness. I could probably add anti-alias to fix it, but that seems excessive for such a small sprite.
Well one way you can solve it is lighten the outline a little bit. Or instead of using black outline use a dark red outline.
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#35
The parts where I use the near black are parts that are excessively dark anyway. The thighs, waist, and biceps. I did end up using this near black in the darkest areas of red (Specifically the right foot along the backside) to help me cut down on the number of colours. I should go in and try to get something more accurate, though, that can work for both.
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#36
(05-15-2009, 04:03 AM)Skye McCloud Wrote: The parts where I use the near black are parts that are excessively dark anyway. The thighs, waist, and biceps. I did end up using this near black in the darkest areas of red (Specifically the right foot along the backside) to help me cut down on the number of colours. I should go in and try to get something more accurate, though, that can work for both.
Actually I'm sorry I just realized you weren't using black if you just look at my first edit you will see how I made it smooth, just look into it.
Plus when making a curve don't using dark colors outline for that, that might be your problem.
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#37
is there any more detailed concept art about this character? just by judginf the sprite itself, there are some stuff in its desing that makes no sense/shows some anatomy errors such as the long torso and the way the legs are drawn...
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#38
Yea, there is. I've linked it a couple times, but...

http://www.starofdestiny.com/artwork.php?nav=10

This is the artwork. I did my best to keep to it, even though it was rather challenging for such a small sprite. This is why you'll see issues in the torso and the legs, because I'm trying to squeeze at least SOME details out. It's a lot easier on the legs, but gives a very wonky feel at times.

And it was the same number of colours regardless, Mega. I use four main colours for the red armour, with a near black in rare spots when needed (As I've mentioned a few times, I've been using the 32-bit MMX sprites as a reference for colouring. If you take a look at a sprite of X, you'll see a very similar colouring approach)
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