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ThomasSpeedrunner's Custom Sprite Gallery
#16
Your colors are still much too saturated and have too little contrast and hue shifting.

Compare yours:
[Image: s3kh.png]

To the ones posted by SchAlternate earlier in the thread:
[Image: rup.PNG]

Note how yours have much harsher colors, whereas SchAlternate's are much easier to look at.
Note how his red goes from a dark brownish red up to a light orangish red to a pink, or how his green goes from a dark brownish green to a light yellowish green.
He's using both hue shifting and higher contrast with changes in saturation, while I'm willing to bet you just used the brightness slider on the right of Paint's color selector to pick shades.

Your darker shades should have higher saturation and be on the cooler end of the hue spectrum, while your lighter shades should be less saturated and on the warmer end of the hue spectrum.
Yours are the same saturation and hue throughout, with just the brightness changed and that looks pretty bad.

Your dark blue one specifically looks the worst out of the bunch because not only is all of the above true, but the contrast on that particular one is the lowest of them all so it's hard to see the individual shades.
[Image: ndsMEF0.gif][Image: sig.gif]
#17
Nice circle tool 'ya got there.
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#18
If you're referring to the simple-as-hell shield for the Solvalou, yeah. I will make that more interesting, mark my words.

Now, before I move on to the "thing" I made today, I think I've struck the right chord with the Time Stones:
[Image: 21q1.png]
I think I may have finally done it right, but I'm not entirely sure. Feel free to criticize me on this if it still doesn't look right :V

And now for what I think is probably the most interesting sprite I have ever managed since I started this topic...
[Image: 1ivl.png]
Yep, it's Sonic.exe, in Mod.Gen style. It is largely based off of the old Mod.Gen Sonic sprites (normal Sonic, not Super Sonic), but at the same time I tried to decently add Sonic.exe's iconic features, such as his blood red eyes and smile. This'll be updated soon, period.

Oh, and yeah, I forgot the blood under his eyes, but at the same time I don't wanna have it in there for the sake of childhood (don't want little kids gettin' freaked out by him).

Course, if enough people want me to, I could make an alternate set which has the blood under the eyes. Either way.
[Image: sig.gif]

I'm a Sonic hacker. 'Nuff said.

WHAT I DO:

Custom Sprite Gallery (restarted on 7/6/2014)
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#19
The gems look pretty nice, the red one looks a bit too pale though.

And as for Organic-Metal-Sonic as I like to call him, his eyes make him look dizzy; unless you're actually poking fun at the whole commotion about it, which I highly appreciate. I never really got the whole deal about it.
(01-24-2014, 07:52 AM)Gors Wrote: those are really fucking classy surnames you've got there

[Image: tumblr_npvw95As6k1tzzv2wo1_540.gif]
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#20
As far as the palette on the gems goes, you did a decent job with the desaturation, though I think you may have gone a bit too far with it. Bring the saturation up just a bit.
In addition, they could still use some more contrast.
You did absolutely zero hue shifting, though.

I'll bring up SchAlternate's gems again.
[Image: rup.PNG]
Note how the yellow gem goes from a dark brownish yellow with a hint of orange up to a nice golden yellow, to a soft bright yellow.
Note how the green gem goes from a dark brownish green and then ramps up to a soft yellowish green.
Note how the teal gem goes from a dark blue-ish turquoise to a light greenish teal.

Let's take your red gem as an example.
[Image: 21q1.png]
Look at the color picker in paint. What you've done is simply move the color selector up and down, but you haven't changed your hue at all. For each of your shades, the hue is still zero, which is a flat red.
What you need to do, in addition to changing saturation (up and down on the color picker) and brightness (up and down on the slider), is move left and right on the color picker to change your hue as well.

Darker shades hue shift to cooler colors, while brighter shades hue shift to warmer colors.
In the case of red, you can hueshift down to, say, the purple region for dark shades, while your light shades can hueshift up as high as orange or yellow.

You need to use all three axes of movement (left/right, up/down on hue/saturation grid plus up/down on brightness slider) to pick colors that work well, not just one or two.
[Image: hueshift_zps2a4790aa.png]
I guess the easiest way to describe it is that you almost want to be moving diagonally on the grid to pick the general area for each shade and then using the brightness slider for fine tuning, but every palette is different so that might not always apply.

Your lack of hue shifting is especially evident on the yellow and dark blue gems, but all of them need it, not just those two.

Another thing that I would suggest is giving your gray crystal a bluish tint.
I'll bring up SchAlternate's examples again. If you open it in paint and look at where the shades in his gray crystal are, they all fall within the blue/turquoise region of the color grid.
Most sprites don't actually use flat white, gray, or black. Instead, they use extremely desaturated blues which, when done correctly, give off the impression of white, gray, and black. Plus it's much easier on the eyes and looks much better.
[Image: ndsMEF0.gif][Image: sig.gif]
#21
...Damn, it's been a bit since I last posted here. Anywho, thing I made in about fifteen minutes:
[Image: 51ok.png]
Yep. New monitor design based off of the Sonic 2 design. That's really all there is to say, I guess. :V

Oh, and there IS more Sonic.exe stuff on the way. I just haven't had time because DAMN YOU GEOMETRY HOMEWORK >:I

EDIT: Come on, why must I not get much criticism on this stuff? :/
[Image: sig.gif]

I'm a Sonic hacker. 'Nuff said.

WHAT I DO:

Custom Sprite Gallery (restarted on 7/6/2014)
Thanked by:
#22
Shiiiiiiiiit. I completely forgot to post anything here.

[Image: tnmb.png]

[Image: h357.png]
...it is okay to post level art and stuff, right? Anywho, top thing is a title card for a game I'm working on, bottom thing is some level art for said game.

Also, I sincerely apologize for my lack of activity as far as sprites go. Haven't had much time ever since school started >_<

Oh yeah, and I'm sorry for the 2-month-4-day bump as well Very Sad

EDIT: Separated the images a bit =V
[Image: sig.gif]

I'm a Sonic hacker. 'Nuff said.

WHAT I DO:

Custom Sprite Gallery (restarted on 7/6/2014)
Thanked by:
#23
Looks more like a level for a vector game than Sonic. Also, the lines holding up the rail look pillow shaded, like the old gems, and there's really no detail at all. If it's supposed to be a mine rail, you should give the support beams a wood or steel texture, and space them out a bit more; maybe add some diagonal struts so it has some real structural strength to it. Look up bridges on Google for good examples of how the struts should be laid out. As for the rail, is it supposed to look like a neon sign? I dunno, maybe in your game's world, they use hard light for everything, what do I know? Even then, it wouldn't be fun to look at for very long, and it'd make your eyes tired. Also, for the 45 degree parts of the loop, the rail seems to get thinner.

The level title is nice and simplistic, though I assume you're going for Sonic style, in which case you are missing some pieces. They usually have a zig-zag design on the side of the screen or sliding panels of color and whatnot. Though, to be honest, I find the new style refreshing; I think the bright solid blocks of color Sega used in Sonic were an eyesore.

Hope that helps.
Thanked by: E-Man
#24
Kinda like this?
[Image: 3ftv.png]
(Sorry if the support under the loop looks a bit odd; I couldn't really think of a decent way to make it work =V)

Now to see if I can make the wooden support for the rail actually look like it's wooden... >_>
[Image: sig.gif]

I'm a Sonic hacker. 'Nuff said.

WHAT I DO:

Custom Sprite Gallery (restarted on 7/6/2014)
Thanked by:
#25
The beams are a definite improvement in terms of shape. I eagerly await the textured versions.
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