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Super Mario Bros custom tileset
#31
(01-27-2013, 08:40 PM)TheMario360 Wrote: [img][Image: MegaSuperMariocustomtileset_zpsb1c7bd5d.png][/img]
Needs more shading, and I haven't seen any changes after it.
(01-29-2013, 08:36 PM)TheMario360 Wrote: Here is part 1 of my custom Mario character sprites. It includes Mario and Luigi. Also, I kept all your tips in mind while making them.

[img][Image: customMariocharactersspritesheet_zpsfbdcc57a.png][/img]

Just lower the arms by a pixel and add a little shading.

(02-01-2013, 10:08 PM)TheMario360 Wrote: [img][Image: Marioenemies_zps10f737f7.png][/img]

I did my best to follow one guy's suggestions based on the colors, so they aren't extremely bright

(02-02-2013, 10:26 AM)TheMario360 Wrote: The thing on his face are his goggles. Are you saying I should make them bigger? Also, I will add a bit more dimension to the cloud, and make the shading more visible, and making the base colors a bit brighter.

Well, That's what I did for most of them except for the cheep-cheep. but, I'll work on editing them right away

Yes, make them bigger
[Image: QUmE6.gif][Image: 9fryz.gif]
[Image: qjGOacY.png] [Image: 3CczX.gif]
[Image: l3q8a.png]
Thanked by: Mr. Jam
#32
[img][Image: Marioenemies_zps58b5d578.png][/img]

I brightened the colors and did some minor edits to some of the sprites
(There's also a hidden object in this picture. can you find it?) Big Grin

BTW, in case you didn't notice, the fire bar is a "some assembly required" enemy. XD
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#33
I tried to illustrate a few points.

[Image: iVbWEra.png]

Your colour choices could be better. Most, if not all of your colours have a saturation of 240 - you can use lower values, too.
Also, hue shifting is a good technique to make your shades look better. For example, darker shades of red and blue can be slightly more purple, darker yellow shades more orange or green, darker greens more blue.
Furthermore, you should avoid using multiple colours that look almost the same. For Goomba, it would be the two shades of grey used for the eyes and the bright brown used for the belly. Generally, make sure your colours have good contrast. If a colour looks like another one, you do not need it. Your shading should be visible.

Then there's the shading issue - most of these have no defined lightsource, you just follow the outline with your shading colour. This usually makes sprites look bad instead of giving them volume and depth.

Basically, take a look at the spriting dictionary that has been linked earlier.
Thanked by: Mr. Jam, Garamonde, Phaze, Novally
#34
with sprite sheets, organization is very important.

it's best to keep the sprites in a grid, with the size a multiple of 8(8*8, 16*16, 24*24, 32*32...), and it would look a bit more nice if the sprites followed the same grid size.

organization can also eliminate the need for filler when done correctly, and lowers the image size.

[Image: spritesheetorganizationmario360.png]

For the most part, it's a 32*32 grid, and the bottom left in a 16*16
Thanked by: Novally
#35
[img][Image: shadingtest_zps88f5e7cb.png][/img]

I will do my shading like this from now on

You found the hidden image I see Big Grin

Oh and btw, I plan on doing custom pixel art soon, not just sprite sheets
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#36
Better, but not perfect. You still have some very jagged edges, for example. This comes from you not taking care when placing pixels. Because pixel art is in such a limited space, every single pixel is important. First, the outline does not need to be two pixels thick when it changes - it eats up the little space you have and makes things look messy (it also makes the sharp changes more pronounced, removing the illusion of a consistent line). Your lines are also inconsistent. A tip for keeping things smooth is to change values by increments. So, for example, your Goomba has a pixel pattern on the side of its head which goes 1-2-1-2-1. This meaning you use two pixels, then move out one and use one, then move out again and use two, etc. A better pattern might be 1-1-2-2-1. Notice how the number of pixels in the line changes as little as possible - this gives the illusion of a smooth curve.

Now, please don't take this personally, you're making progress. Just remember that you're unlikely to get things perfect on your first try, and the best thing you can do is listen to what people say and act on it - people here know what they're talking about.

Also, on an unrelated note, it helps to post pictures at their native resolution (i.e. 1 pixel on the sprite maps to 1 pixel on the screen). This is just so we can get an idea of how the pieces as a whole looks.
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#37
The picture with the two goombas was made just to show an example on how I would do future sprites. that wasn't supposed to be pixel art
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#38
Don't forget to add boos
[Image: QUmE6.gif][Image: 9fryz.gif]
[Image: qjGOacY.png] [Image: 3CczX.gif]
[Image: l3q8a.png]
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#39
Question 
huh???

oh, and here is my newest sprite sheet

[img][Image: Bowserspritesheet_zps52bcee0a.png][/img]
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#40
(01-27-2013, 08:40 PM)TheMario360 Wrote:

(01-29-2013, 08:36 PM)TheMario360 Wrote: Here is part 1 of my custom Mario character sprites. It includes Mario and Luigi. Also, I kept all your tips in mind while making them.


(01-29-2013, 08:44 PM)Virtuaboy123 Wrote: fix their stances/legs. They're standing stiff like toy soldiers.

(02-01-2013, 10:08 PM)TheMario360 Wrote:
I did my best to follow one guy's suggestions based on the colors, so they aren't extremely bright

(02-02-2013, 10:26 AM)TheMario360 Wrote: The thing on his face are his goggles. Are you saying I should make them bigger? Also, I will add a bit more dimension to the cloud, and make the shading more visible, and making the base colors a bit brighter.

Well, That's what I did for most of them except for the cheep-cheep. but, I'll work on editing them right away

(02-02-2013, 08:09 PM)TheMario360 Wrote: huh???

oh, and here is my newest sprite sheet


[Image: boo+ghost.jpg]

That boo,
but Bowser needs work. Very jagged.
[Image: QUmE6.gif][Image: 9fryz.gif]
[Image: qjGOacY.png] [Image: 3CczX.gif]
[Image: l3q8a.png]
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#41
Don't take this the wrong way, but your sprites aren't showing much improvement to be honest.

Here's a exercise to consider. Take one sprite or create one whole new sprite. ONE. Show it to us and we will offer you tips on how to improve it until it is satisfactory. Once you do this, you can rinse and repeat the tips on future works. It's not really a good habit to move onto a whole other sprite if it isn't in satisfactory condition.
Please watch me on Deviant Art!

~Novs
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#42
You mean I need to add boo as a hidden object again or no?

um........ Should I make sprite edits?
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#43
I think boo should be an enemy, you should make boo the sprite that Novally was telling you to use to help improve you spriting skills
[Image: QUmE6.gif][Image: 9fryz.gif]
[Image: qjGOacY.png] [Image: 3CczX.gif]
[Image: l3q8a.png]
Thanked by: Novally
#44
[img][Image: Boopic_zps76fe4e63.png][/img]

Here it is. (As you can probably tell, I had a bit of fun making it)
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#45
Contrast seems to be the biggest issue

try to make the shadows a bit darker, they blend with the body a bit too much
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