07-28-2012, 11:23 PM
(This post was last modified: 07-29-2012, 02:25 AM by TitanZetta.)
Let's see how I want to tackle these responses...
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Thank you. I completely agree with you know that I see what you're talking about. The colors do kind of merge together into one block-y looking sprite. As you can see, I took your advice and I added more contrast to the sprite and used shades of orange for the...well, for the shading.
Next!
I most certainly will. I show 16 bit because the style looked easier to start with then me trying to do something completely out my range like say... a Pokemon Black & White sprite. I'll use Google and see if I can dig up anything on 16 bit style of spriting but if you know of any articles I'd be more then happy to read them if you can provide some links.
And lastly...
I also took that into consideration too. I narrowed down my colors to just three: A midtone, highlight and shade. Thank you for the advice because I think I was trying to pack too much into it.
You most certainly MAY ask! It's SUPPOSE to be a sun (sun sprite) but I can definitely see how it looks more like a sunFLOWER. He's suppose to be the main character in a platformer I'm making. I think once I get a little more advanced and I find my own style, this will be one of the ones I rework. If I could pick a style to ste---*AHEM* EMULATE, I would want to be able to emulate Paul Robertson's (did the Scott Pilgrim game) style of doing sprites. His commercial work always has some kind of playfulness and energy to it and I love the way his characters are designed.
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Quote: Previous:You're colors are very similar to each other. You should increase the contrast (make bright shades brighter and dark shades darker) so they are easier to distinguish. Also, try not to simply follow your outline with shades, but try to convey the volume and threedimensional shape of the object.
Another thing which is neat for colors is hue shifting. Especially for yellow, it works wonders. For example, you can make darker shades more orange (whcih also increases the contrast, too).
Thank you. I completely agree with you know that I see what you're talking about. The colors do kind of merge together into one block-y looking sprite. As you can see, I took your advice and I added more contrast to the sprite and used shades of orange for the...well, for the shading.
Next!
Quote: Five Stars:Coloring isn't all the things needed to do a 16-Bit sprite. Your sprite probably have got a 16-B colors, but the image looks like a Sun in an Atari. In few words, learn about 16-Bit spriting.
I most certainly will. I show 16 bit because the style looked easier to start with then me trying to do something completely out my range like say... a Pokemon Black & White sprite. I'll use Google and see if I can dig up anything on 16 bit style of spriting but if you know of any articles I'd be more then happy to read them if you can provide some links.
And lastly...
Quote:Tellis:---Previous is right, it needs more contrast. You could probably get away with reducing your palette down a bit. 4 shades of one color on a sprite that small is kind of ridiculous, you probably only need 3 shades of yellow, possibly only 2 (if I'm wrong on that, though, someone else correct me).
I also took that into consideration too. I narrowed down my colors to just three: A midtone, highlight and shade. Thank you for the advice because I think I was trying to pack too much into it.
Quote:Tellis:If I may ask though, what is it? A flower? A sun? What's the object's purpose?
You most certainly MAY ask! It's SUPPOSE to be a sun (sun sprite) but I can definitely see how it looks more like a sunFLOWER. He's suppose to be the main character in a platformer I'm making. I think once I get a little more advanced and I find my own style, this will be one of the ones I rework. If I could pick a style to ste---*AHEM* EMULATE, I would want to be able to emulate Paul Robertson's (did the Scott Pilgrim game) style of doing sprites. His commercial work always has some kind of playfulness and energy to it and I love the way his characters are designed.