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FF6 Style Cloud
#12
every FF6 sprite was built upong a single, master base. all of the humanoid character follow that procedure wich in turns makes them all look like sprite edits, and every sprite that follows the same line(either custom or not) is doomed to follow the same fate. desing wise, FF6's sprites arent particulary "good-looking" but rather functional, meant to be designed that way to make them all fit universally in the vast world that is FF6 without scaling/tiling problems. where FF6 shines is in its enemy desings and artwork, wich in turn are nothing but renders of what yoshitaka amano did for the game, reworked to fit under the snes's obvious limitations.

if you REALLY want to sprite something worth out of FF6, focus yourself where the game really shines: its tiles. as boring at that might sound, FF6 has some of the most beatifully constructed enviroments out of the entire SNES, alsmot side by side with seiken densetsu 3/chronno Trigger.(it should not surprise you that these three games were relased around the same time)


Messages In This Thread
FF6 Style Cloud - by Heckle - 08-14-2012, 10:06 PM
RE: FF6 Style Cloud - by BullockDS - 08-14-2012, 10:40 PM
RE: FF6 Style Cloud - by PixelPixie - 08-15-2012, 05:18 AM
RE: FF6 Style Cloud - by 8bc - 08-15-2012, 06:03 PM
RE: FF6 Style Cloud - by Heckle - 08-15-2012, 08:33 PM
RE: FF6 Style Cloud - by Heckle - 08-30-2012, 09:10 PM
RE: FF6 Style Cloud - by Cobalt Blue - 08-30-2012, 09:17 PM
RE: FF6 Style Cloud - by Heckle - 08-30-2012, 09:21 PM
RE: FF6 Style Cloud - by Thumbtacks - 08-30-2012, 10:27 PM
RE: FF6 Style Cloud - by SKELTON S. SKELETON - 09-01-2012, 12:16 AM
RE: FF6 Style Cloud - by Heckle - 09-01-2012, 11:08 AM
RE: FF6 Style Cloud - by Cobalt Blue - 09-01-2012, 02:05 PM

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