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First Sprites I made: Darkrai
#1
Using a pallet from the Smash Bros community project, I made a sprite of Darkrai from Pokemon. Criticism needed.

mod note: dont use attachments. use a regular image hosting site to display your sprite.
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#2
Not bad for a first-timer. I'd say more shading toward the back, and maybe a bigger head.
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#3
We say this to everyone new, but you should go take a look at the Spriting Dictionary thread. That sprite suffers from jagged lines, the pure-black outline chokes the sprite (and gives the hands some readability issues), and it's incredibly pillowshaded. There are parts of it that also feel very off-model from Darkrai's design.
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[Image: 10y3mgj.png][Image: groove-1.gif]
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#4
(04-22-2011, 01:34 PM)GrooveMan.exe Wrote: We say this to everyone new, but you should go take a look at the Spriting Dictionary thread. That sprite suffers from jagged lines, the pure-black outline chokes the sprite (and gives the hands some readability issues), and it's incredibly pillowshaded. There are parts of it that also feel very off-model from Darkrai's design.

I prefer the pure black outline as a style choice, but I'll keep the jagged lines in mind. I was using the SSB community project pallet, so I couldn't find any way to make it not look pillow-ish considering how few dark colors their are. Thanks for the criticism though.
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#5
Nope, sorry.

This is getting increasigly difficult to do without a handy link to something on Colour Theory (help me out, guys?); but pure black is often a bad idea unless working with some restrictive conventions (8-Bit being the most obvious example). In your case you could use a very dark red or purple and that would work much better.

As for pillowshading, that's your fault, not your pallet. The colours you use have little to do with you shading poorly (though bad colour choices can make it more obvious).
Specs 'n' Headphones has been revamped! Check it, yo.
[Image: 10y3mgj.png][Image: groove-1.gif]
Thanks to Pik and Solink; they are sexy people. Heart
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#6
Just to clarify: When we say "shading", we mean shading as in shadows/light, not as in "different shades of red". And yeah, a dark purple/red should give you the effect you want, without "eating up" your sprite. Now, I can't comment much on the sprite, as I only vaguely remember what it looked like, and one of the mods took it down. I'll comment more on it once you upload it at some file host and repost it.
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#7
(04-24-2011, 04:51 AM)GrooveMan.exe Wrote: Nope, sorry.

This is getting increasigly difficult to do without a handy link to something on Colour Theory (help me out, guys?); but pure black is often a bad idea unless working with some restrictive conventions (8-Bit being the most obvious example). In your case you could use a very dark red or purple and that would work much better.

As for pillowshading, that's your fault, not your pallet. The colours you use have little to do with you shading poorly (though bad colour choices can make it more obvious).

just to clarify, there is no such rule agaisnt the use of pure black(#000000) on sprites. either by hardware limitations or by stylistic choice pure black is used in a sprite and they do work perfectly fine.

however(this is purely by experience) the use of pure black, just like dithering) should be as limited as posible. black is well known for being able to blend easily with almost any color of any saturation. therefore, its recomended to use a few of it as posble because it will not only stand amoung other colors surrounding it, but it will make them blend with it, eventually "eating" its surroundings. something that on small areas can result in a really undesirable effect of lack of space(and in spriting and pixel art, every single pixel well used is a world of difference between perfect readbility and shit)

[Image: TzRwq.png]

first one is exactly what you should NEVER do. using black to outline every single detail is simply a terrible idea. and not even because its black, but also because every pixel you use for an outline is a pixel you cant use for anything else. to give you an idea a black pixel will equal to all four pixels adjacent to it.

while on the second the outline was used to a less degree, it still stands out too much, but it isnt as harsh as the previous one. the outline still stands out too much because the colors near to it lack the contrast and the saturation to stand next to it, turning everything black into a separate object effectively splitting your sprite in two.

on the third case, the pure black outline was replaced with a color that did blend better wuth the rest of the sprite, turning the outline into an element that could also be used as part of the shading without making it gather all the atention from the viewer and also allowing more room for other details to stand out.

all in all, this is one huge reason as to why one, as a pixel artist/spriter should know early as posible how and when to use its colors. pure black is not a sin, it can be used perfectly as long as you make a good and wise use of its extremely high contrast wich can provide a great difference when working on situations when you need to make your sprite stand out more.(Castlevania: Dawn of Sorrow uses pure black on its sprites but you'd never notice it!)


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