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04-29-2015, 08:39 PM
(This post was last modified: 04-29-2015, 08:52 PM by Sorav.)
Can anyone give me some advice about this? No matter how much I try, the sprite still looks akward. Also, when viewed from afar, there is no sense of clarity, as you can see. It kind of looks blurry... What am I doing wrong? Maybe there's a need for antialiasing or something?
I suppose I should just enlarge it for now:
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Well, one problem is that your colours need more contrast, especially the skin shades. Also, the legs don't really have a sense of depth, making the legs look completely joined together. Perhaps an outline separating the legs will suffice.
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Also, you should enlarge your sprites by increments of 100% to keep the pixels consistent and make your sprite more readable at higher sizes. Showing a zoomed version doesn't help when the pixels are distorted.
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04-30-2015, 06:38 PM
(This post was last modified: 04-30-2015, 06:40 PM by Sorav.)
(04-30-2015, 02:58 PM)Gors Wrote:
Wow, beautiful man, what can I say. Lookin good. Looks a lot more realistic. I'll keep those in mind in the future. Thanks
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05-11-2015, 01:31 AM
(This post was last modified: 05-11-2015, 01:33 AM by Sorav.)
I'm back. This time, I tried my hand at a knight for a friend. I tried applying the advice about the colored grays for the white shirt. I used a more sort of blue-ish gray. Let me know what you guys think.
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This guy looks much more natural than before. Nice improvement on the shapes. The issue this time, though, is banding; the shading is following the outlines shape, giving it a beveled look in some places and a gradient in others. It's understandable for the cylindrical helmet, but even that can be fixed my baking the shades more than a pixel thick. A good idea is to start by picking a light source; for instance, my sprites are all lit from above and slightly in front. This guy looks like he's lit from directly in front, which only makes sense if he's holding a light source, like in the Kirby games when you hold flashing orbs for certain attacks.
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(05-11-2015, 07:59 AM)Kelvin Wrote: This guy looks much more natural than before. Nice improvement on the shapes. The issue this time, though, is banding; the shading is following the outlines shape, giving it a beveled look in some places and a gradient in others. It's understandable for the cylindrical helmet, but even that can be fixed my baking the shades more than a pixel thick. A good idea is to start by picking a light source; for instance, my sprites are all lit from above and slightly in front. This guy looks like he's lit from directly in front, which only makes sense if he's holding a light source, like in the Kirby games when you hold flashing orbs for certain attacks.
I see. Maybe I should remove the white highlight directly on the front of the helmet? That should make it look less like the light is directly in front of him, right?
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The whole thing makes it look like the light is in front.
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05-13-2015, 05:07 PM
(This post was last modified: 05-13-2015, 05:08 PM by Sorav.)
(05-13-2015, 03:49 PM)Kelvin Wrote: The whole thing makes it look like the light is in front.
Man, I just don't know. I did mean for the light source to be from the right though. Am I missing something? Maybe you could give me an example using other sprites that do it right?