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So yeah, I'm just going to post some stuff from my DA that I thinks looks good/isn't a splice/revamp/devamp/whatever.
I do realize the feet are horrid on this, I was playing around with shades to create that "lump" he has on his feet in Brawl/some official art...and failed badly.
Anatomical issues, mainly with his feet(one is open-toed while the other is close-toed). Pallete ripped from some SNES sprites.
Done as a request by a friend, his original artwork for ref.
Made for that same friend, so yeah check out the art.
Yet again, check out Kirazy's work.
And just to show you guys I'm not restricted to Pokemon style art(though the shading techniques used on Dedede/Godzilla do kind of push it), here is a Waddle Dee:
The rest of my DA is mainly just crappy drawings and a few revamps/devamps/scratch edits, so I guess just ignore it unless you want to see that other stuff. :/
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The main problem with your work is that some of your sprites are really cluttered.
Take Dedede for example: it looks like you tried to fit in all the details you could.
Some of these also suffer from lack of contrast, but overall pretty good for a tSR newcomer.
BTW, that last Fakemon is my favorite.
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03-30-2010, 09:10 PM
(This post was last modified: 03-30-2010, 09:11 PM by vaporchu8.)
(03-30-2010, 09:08 PM)SengirDev Wrote: The main problem with your work is that some of your sprites are really cluttered.
Take Dedede for example: it looks like you tried to fit in all the details you could.
Some of these also suffer from lack of contrast, but overall pretty good for a tSR newcomer.
BTW, that last Fakemon is my favorite.
Hey, what can I say? I just love me some detail. XD
Contrast issues...you mean Dedede and the two D/P style Fakemon, right? Guess I should work on that too.
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Well, a sprite that small can only hold so much detail.
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protip: avoid using black outlines on small details. black itself "eats" colors around it. use subtle shadows or highlights for better results.
also, i think you have seen sprites of pokemon in detail but you don't understand why they are outlined that way. most of the selout in these is plain random and fails to have any purpose.
and we should focus on what you've done and not what you've edited.
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(03-30-2010, 10:05 PM)Francisco Cifuentes Wrote: also, i think you have seen sprites of pokemon in detail but you don't understand why they are outlined that way. most of the selout in these is plain random and fails to have any purpose.
Um, I would love to fix this problem, but could you specifically point out where it seems random?
I guess it could be true that I don't really understand it, since I've always just been looking at other sprites when I did mine to get a general idea of how they sprite them, not really paying attention to the why.
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A few tips:
-Dithering sucks (in general, not specifically your dithering). It's very rare that you'll want to use it, even for textures. It just makes sprites look grainy.
-Try using a lot more contrast between your shades. Also, a pinch of hue shift usually helps. It's tricky to find shades that contrast but still blend, but they usually look better.
-Don't force extra color in when you don't need it. For example, that Dedede would be fine with two shades of blue.
-Generally, you should try using more vibrant colors. When you're changing shades, don't just add black and white, add tiny pinches of yellow or blue respectively. Be bold. Dull colors are boring.
-I like to think of selout (selective outlining) as "shading the outline". Basically the idea is to create a lighter outline where the lightsource hits. The Larvitar in your av has the right idea going.
-Smooth out your outlines with anti-aliasing.
-As others have said, don't force the details in there if it's too cluttered. Let the details be implied.
And I must say, you've got pretty good outlines for a beginner. Keep up the good stuff and whatnot.
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So what about this R/B styled Kirby?