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i'm a sad individual so here are my not good sprites
#16
I shall decline to comment on the "breaking tradition" thing, as I believe there's a few different factors that play into this, although some good points were made.

I kinda like the pre-rendered look
I say keep it.

Everything else that has already been said, I have to agree with...
In fact, your succubus is about the only sprite I like in this sheet.

Good luck!
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#17
[Image: image.png]
I normally don't do Sonic sprites these days but I decided to do something fun. Basically I did the whole Rule 63 thing and drew out how I think he would look as a girl in the original game. Sorry that it's so hard to see, but for whatever reason my software isn't letting me resize without resampling.

To put it simply, her quills point further upward (a la Sonic CD promo design), she has quills drooping over her shoulders to give an allusion of long hair, the quills on her back and tail are significantly longer, and she wears a red vest with long sleeves, a white belt, and a red skirt. Her pose may look a little odd from far away, but she's standing with her leg bent and her hand on her hip.
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#18
Honestly, you might've added too much detail. It's hard to grasp what's going on at all, and I at first genuinely thought she had four arms.

You seem to have a decent grasp how the shading works in this style, now you just need to practice your shaping.
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#19
(04-17-2016, 12:26 AM)The KKM Wrote: Honestly, you might've added too much detail. It's hard to grasp what's going on at all, and I at first genuinely thought she had four arms.

You seem to have a decent grasp how the shading works in this style, now you just need to practice your shaping.

I agree. While I can draw at 100% magnification with no problem, zooming in or out anymore will make it a bit difficult for me. I'd like to learn some techniques in which I can adapt the way I draw at full magnification to drawing sprites that are balanced in detail. I'm beginning to understand that when it comes to sprites: the smaller the canvas shrinks, then the more subtle you have to be with details.

But thanks!
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#20
Finally got some more

I'm beginning to feel more confident about my sprites, but i still need lots of critique. so open the flood gates! Big Grin
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#21
The succubus chick is alright, but there are a bit too many dithers on her, and it makes it look a bit less appealing, and the link sprite looks alright, but could you zoom in the pic a bit more, so I can really see it, otherwise I have nothing more to add on it.
[Image: 76561198168835010.png][Image: AddFriend.png]



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#22
[Image: 6_by_jiyako-daar3cl.png] [Image: 7_by_jiyako-daar3cg.png]
[Image: 8_by_jiyako-daar3cd.png]

Resized and took away some dithering.
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#23
[Image: 9_by_jiyako-daardmg.png]
[Image: 9_by_jiyako-daardmg.png]
[Image: 10_by_jiyako-daardmd.gif][Image: 11_by_jiyako-daardmb.gif]

made new fem!link sprites
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#24
still looking good

and why the chnage of thread name?

being ironic/contradictory or something wrong?
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#25
thanks!

and lol nothing's wrong, just being silly :p
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#26
alright then
yep, you're sprites are very not good at all...XD
(gotta match the theme of the thread, right?)

only thing i don't like too much is the pink in the hair, it looks too much like noise to me

i'm shocked you're not getting nagged about dithering, though...lol
(which actually has a lot of uses...)

seems in modern days it's not very appreciated anymore.
although, yeah, modern screens kinda break the illusion.

anyways, looking forward to your next sprite(s)!

and yeah, that female link-like sprite definitely is NOT link, no resemblance whatsoever!
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#27
(07-19-2016, 09:03 PM)JazzGW Wrote: [Image: 9_by_jiyako-daardmg.png]
[Image: 9_by_jiyako-daardmg.png]
[Image: 10_by_jiyako-daardmd.gif][Image: 11_by_jiyako-daardmb.gif]

made new fem!link sprites

i dont really like the readability in this sprite

it doesn't read well as walk, just some clusters flipping over

you should try cleaning things up a little
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#28
(07-20-2016, 07:57 AM)Gors Wrote: i dont really like the readability in this sprite

it doesn't read well as walk, just some clusters flipping over

you should try cleaning things up a little

yeah, i definitely need more experience with walk cycles. I mostly just go with the two-frame twitchy walk like in Link's GB sprites lol. thanks for the input!  Thumbs Up

Speaking of which, I'm curious to know what the general opinion of diffusion is (From a pixel artist's perspective, of course). I personally think it makes the sprites look more interesting if they're just a random drawing like what I just posted above, but I can understand if it makes in-game sprites look blurry and messy.
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#29
what you're pursuing here is a very valid thing - don't let other pixel purists say otherwise.

basically, that's how game artists made portraits and big art in old games. They actually did very little pixelart (in the modern sense of the word). They'd draw by hand, scan the lines, paint digitally and run an index palette to trim unnecessary colors.

And we drool at them, trying to do the same with the lousy MS Paint pencil tool.

We should always aim for prettiness and quality of pixel placement, but you're a human with lots of time to live, too. It would suck to spend all this valuable time just pushing pixels, when a machine could do just about the same with varying (but satisfying) results.

This being said, it's important to keep the basics of pixelart in mind even if you use the indexpaint approach, and try to make sharp and good looking sprites.

for example, your example looks very blurry in both cases, and it would be problematic no matter what. But i like your mindset. You need just some guiding.

First of all, it's good to paint with the fewest shades as possible, with some blurring to smoothen it. Let me pick an example i did, that uses indexpaint

[Image: 6a0726bdc1b2bccdc4fa2d20c3233767.png]

even with the procedural dithering method, you can see that the lines are well definite and the shading clusters are very visible.

if you want more tips on how to make indexpaint pixelart easily, i'll try making a tutorial
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#30
(07-20-2016, 08:34 PM)Gors Wrote: what you're pursuing here is a very valid thing - don't let other pixel purists say otherwise.

basically, that's how game artists made portraits and big art in old games. They actually did very little pixelart (in the modern sense of the word). They'd draw by hand, scan the lines, paint digitally and run an index palette to trim unnecessary colors.

Hahaha I'm impressed you were able to notice how i've been making sprites! Genki ^_^

But as you said, I do other things outside of pixel art (in fact this might be the most invested I've ever been lol), so it's a bit overwhelming for me to learn how to create something pixel-by-pixel without any aid from complex software like Photoshop. Fortunately, my improving drawing skills is starting to assist me in making sprites, because for me it's basically the same thing but at a smaller scale. Even for small game sprites, I highly prefer using anti-aliased brushes vs. the old Paint pen that draws single pixels - the brushes allow me to use more imagination so that I don't use too many or too little details in whatever it is I'm spriting. (explained below)

[Image: 16_by_jiyako-daawja3.gif]

I made some game sprites, but not sure which palette to go with.
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