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Dragon Ball
#16
(12-01-2010, 07:43 PM)Trunks Wrote: what are you planning on doing with those sprite mean if its for a comic I CAN HELP

I plan to eventually create a majority of the dragon ball (z/gt too) cast and see if I can make a fighting game around them. =] Though, this is mainly just so that I can get better at spriting.

Anyone here is free to jump in and sprite one of the characters in the style, if they would like to help me out. Totally up to you, though.

I'm using dragon ball z budokai tenkaichi 3 as references for the characters.
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#17
(12-01-2010, 07:39 PM)Oddish Wrote: @Prontron - I kind of disagree, I don't think my sprites look like the Jump! sprites, except for the black outline.

[Image: nc1jkp.png]

I think my style is a lot more different.

Oh yeah, there's totally a huge leap between the two.

No one would ever see similarities.

Well, if you ignore the eyes (with the same colour and size), and mouth being in the same structure on a face practically the same size with the same light source with hair that lacks high contrast in it's shading.
[Image: FmY9K.jpg]

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#18
(12-01-2010, 08:02 PM)Prontron Wrote:
(12-01-2010, 07:39 PM)Oddish Wrote: @Prontron - I kind of disagree, I don't think my sprites look like the Jump! sprites, except for the black outline.

[Image: nc1jkp.png]

I think my style is a lot more different.

Oh yeah, there's totally a huge leap between the two.

No one would ever see similarities.

Well, if you ignore the eyes (with the same colour and size), and mouth being in the same structure on a face practically the same size with the same light source with hair that lacks high contrast in it's shading.

Dude =\ Again, I disagree. The shape of the eyes are completely different, Jump's is a stack of three with the eyebrow protruding in, and mine is four with an upper eyebrow. The eye is white and pupil is green because that's how super saiyans are, and the shading on the face is completely different. His mouth is connected to his nose by a diagonal line, and mine is a straight line with a nose depicted by shading.

Their hair has white as it's lightest highlight, and mine uses a not-even-so-light yellow. The shape and shading are completely different.

The only thing I see that's the same is that they both have a black outline on the bottom chin, but mine is still very different from his.

I'm sorry if I come off to be argumentative, I really don't mean to be. I appreciate that you're trying to help, but they're not the same.
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#19
It doesn't matter how much the -specifics- are the same

Both styles use boring proportions and boring shading

Whether it looks like jump or not it's still boring and obvious and looks like every-generic-style and that's what the real problem is
[Image: sxv5uJR.gif]
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#20
(12-01-2010, 08:25 PM)StarSock64 Wrote: It doesn't matter how much the -specifics- are the same

Both styles use boring proportions and boring shading

Whether it looks like jump or not it's still boring and obvious and looks like every-generic-style and that's what the real problem is

Ahh, I see what you mean now. Well, I'm not entirely sure what to do about that. Despite the simplicity of the style, I like what it looks like for now, and I suppose I can revamp the sprite to fit a different style if I wish in the future, right? I'm not trying to make excuses for it; if you or anyone has a specific style that you think would be better for me, please let me know.

And sorry, prontron, I misunderstood what you were saying about the style, I see what you mean now.

Regardless, I made a new frame of gohan and would like some crits before I move on:

[Image: scunwl.png]

The outline isn't precise at all; I was just trying to fix the balance of the sprite and make it more like the reference I was going off of, and removed the head until later like Tachikoma suggested. So everything look proportional as it should?

Edit: And with some more work, here's a better idea of what the actual outline will be:

[Image: wqq0si.png]
#21
(12-01-2010, 07:39 PM)Oddish Wrote: @Fuchikoma - Yeah, that was kind of bad wording on my part. What I meant to say way that I think the black outline gives the sprite greater structure; without the black outline everything looks a little more dainty and less precise. Though, I only want to use the black outline for the time being, I think it keeps my style nice and simple.


and just to put more weight on my post: your black outline aint giving you shit. its actulally taking away space from your sprite, eating your details and just showing a poor or basic knowledge in terms of colors. limiting your palette for the sake of doing so wont help you at all specially when the whole point is to actually use the best colors that would work together under a certian context, in this case the sprite size, character attributes, readbility, etc.

not to mention, stop making yourself sound like an idiot. JUS sprites are purely functional, barely aesthetic base. you're pretty much rearranging stuff here and there for the sake of putting diferences between both, but in the end there's nothing closely to an style being develop here.

actually, stop saying style. style has nothing to do with desing.
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#22
You know, I was kind of attached to the outline, but after trying it without it, I see it's much better:

[Image: msy6g.png]

My bad for not listening to you from the start, I've just seen some sprites with a black outlines that were done pretty well in the past, but doing without it is much better.
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#23
you can use black as an outline, you can use black as a color.

but for the sake of doing yourself a favor, work on a more elaborated palette, explore combinations, check for more options, and dont be afraid to study other references. certain game sprites's desings work only on the context of the game they work on. some snes sprites's readibility is purely based on the scaling they're displayed, some on their animation, some on their palettes, etc. dont limit yourself for the sake of doing so, do it because you don't feel you dont need anything else.
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#24
Haha, I'm actually really inspired from what you've just said, thank you. I dropped the color restrictions and I'm going to mess around with the palette I have so far, add some hue shifting to maybe make it a little more interesting.

Though, I'm not really sure how to tackle shading the clothing or muscles, but I'm sure a reference for muscles won't be too difficult to find. The puffy pants will give me a little grief, but I'm working on it.
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#25
All right, I have some basic shading of the pants and vest, but I need some help here:

[Image: 2r6mf80.png]

Am I doing it right? I tried to shade in an interesting manner, but I'm not sure if that's the way it's supposed to be...and if anyone has a good reference for a muscular chest and arms that would be cool. An edit would be infinitely useful, as well.
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#26
(12-01-2010, 07:46 PM)Oddish Wrote:
(12-01-2010, 07:43 PM)Trunks Wrote: what are you planning on doing with those sprite mean if its for a comic I CAN HELP

I plan to eventually create a majority of the dragon ball (z/gt too) cast and see if I can make a fighting game around them. =] Though, this is mainly just so that I can get better at spriting.

Anyone here is free to jump in and sprite one of the characters in the style, if they would like to help me out. Totally up to you, though.

I'm using dragon ball z budokai tenkaichi 3 as references for the characters.

Look im going to PM you with a great idea i had
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#27
Here's a small update on the chest, and some other small things:

[Image: 21485yr.png]

I've tried a few times to make the arms, but I can never seem to make the muscles or fists look natural. Any help?

I should probably stop doing edits from what I've uploaded, the colors keep getting darker. xD I'll reset them at the end.
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#28
All right, I gave an attempt to make the arms and hands, along with adding the face in and making some more small edits here and there:

[Image: 28qzsxu.png]

I'm not entirely happy with how it turned out, but after attempt after attempt, I need some guidance.
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#29
Your palette seems to be suboptimal; the shoes and darker skin tones are similar enough that they can share colors. The eyes are also different from the hair, so you should use the same color for both. The skin tones could use more contrast too.

The posing of the feet needs to be fixed. The bottom part of the leg on the right should be more inward (I imagine he's leaning forward slightly), and the left foot should twist more to the left. The arms need more definition, right now they're very blob-like. I don't know how much you can edit and keep it readable, but I would definitely suggest making the thumb on the left fist visible (I almost confused the hand for the shoulder :/)

I hope you don't mind me doing an edit for this (I'll post it when I'm done Smile)

EDIT: [Image: gohanedit.png]

Mostly fiddled with the pants/leg posing and some minor changes to the face/left fist. You can see I tried to mess around with the right arm but I gave up for now so yeah XP. I also edited your palette and removed a few near duplicate colors.
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#30
Oh, wow, that's amazing. xD I'll recreate my gohan sprite tomorrow with what you've edited in mind. =] Your edit will help a lot in all my future sprites, too.
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