03-25-2014, 07:21 PM
![[Image: Ze7m6ia.png]](http://i.imgur.com/Ze7m6ia.png)
Ashura's Alchemy Lab
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03-25-2014, 07:21 PM
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04-20-2014, 08:48 AM
![]() Thanked by: Crappy Blue Luigi
04-20-2014, 10:00 PM
I like your latest sprites!
I think the sclera for the character in white and the character in black is a little too broad. For the feral knight there, I think the "skirt" falls unnaturally. It should probably cover more of the leg, and the outline should follow better what the folds suggest. As for the sword, I suppose you intend to make it look worn or stylize it somehow, but it really does look a little too gritty, so I think you should try to make the shades and lighting cleaner. The chest also has some slight banding you ought to clear up a little. Thanked by: -Ash-
04-24-2014, 05:32 PM
I like how you made it look without outlines. I've always thought that was kind of a difficult thing to do. The purple villain guy looks more like a player character with his stance, while the blue-haired guy's relaxed stance makes him look like an NPC. At least, that was my first impression before reading what you said they were.
04-25-2014, 08:26 PM
Well I have taken your advice and I will be applying them to the sprites, but the reason Adron is in a player type state is because hes not technically a bad guy and will be just a normal NPC depending on what is happening. So today I have my second attempt at TFR style
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04-26-2014, 05:36 AM
His clothes are outlined, but not his face? His skin sort of blends in with the background, so I think you should outline that too, if not for consistency then for contrast. The clothing is great, by the way.
![]() EDIT: ![]() (05-02-2014, 09:20 AM)AshuraAlchemist Wrote: You need to be more conscious of your lightsource. In your picture, there are more than a few elements that aren't quite following the same lighting path. As always, the obligatory edit: ![]() Left is my edit, right is yours. At the bottom, I demonstrate this point. Your intended source is presumably the blue circle here, but the robe suggests that there is light coming from the lower left, his right arm seems to be taking in some light from the upper middle, and the hat's banding suggest the light is on itself. I figure you wanted to make the hat look tattered, but this much detail instead makes it look messy and choppy. This is a small sprite, so you sometimes must sacrifice detail for readability. Additionally, the right arm should really capture much more light. You can hardly tell there are two shades on that arm. That's another thing, your colors -- Contrast, more contrast! Blue and purple are inherently dark colors, so you must make their shades especially distinct to make the lighter colors stand out. Your yellow shades are also too unsaturated and pale-- give them some more red! Finally, since you seemed to be going mostly for an outline-less style, I attempted to make that more evident. EDIT: Yay, 100th post!
05-10-2014, 07:52 PM
I see, I will try and keep that in mind. I think my main problem is trying to have objects on the sprite protecting shadows onto the sprite which causes it to look like I gave it multiple light sources.
But now onto 'new' things ![]() ![]() Thanked by: Paladin
Well, with selout you're not really anti-aliasing, just shading the outline. This means
that the outline near the lightsource should be brighter, and the outline away from the lightsource should be darker. ![]() I made an edit, mine's on the right. Here, the shading on the outline follows the lightsource, instead of the outline being full of random pixels. (Perspective seems pretty good by the way, but the ribbon/bow thing bugged me, so I flipped it.) Thanked by: -Ash-
05-20-2014, 08:41 AM
Alright, I think I get the concept now, thanks for the advice.
Thanked by: Paladin
05-20-2014, 02:21 PM
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05-25-2014, 01:29 PM
![]() ![]() Thanked by: Paladin
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