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Recycling my garbage.
#16
(12-13-2008, 08:41 PM)Spartan92 Wrote: OK more edited Mario again nose up shaded lighter
Thanks alot for helping me!!!
[Image: Mario-4.png]
Better??or anything else to improve??

Better, but you forgot to move up his mustache as well Wink
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#17
OK I moved up the mustache and trimed it a bit
[Image: Mario-5.png]
Anything else??
If not time to make some animations.
One question How do you make breathing and walking animation.
Lol i no its noob question.
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#18
(12-13-2008, 10:43 PM)Spartan92 Wrote: OK I moved up the mustache and trimed it a bit
[Image: Mario-5.png]
Anything else??
If not time to make some animations.
One question How do you make breathing and walking animation.
Lol i no its noob question.

You're nearly there, but I'd change a couple more things before starting the sheeting process:
His hands need more shading on them
Your light source still needs to be a bit more consistent: Mario's left arm (relative to him, not us; It's be on your right) has a lighter color, but the lighter color is on the wrong side; It should probably be shifted up and to the right. Same deal with his rump.
His right arm could use more shading.
The light on his right shoe should contour more with the shape of his shoe.
The brim of his cap appears to be bent inwards; flatten it out a bit.
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#19
Wow thanks for the C+C i didnt relize these things myself so i took everything you said and edited more even more here it is
[Image: Mario-6.png]
How is it?????Anything else i missed??
Also other sprites i made
[Image: Alchemist.png][Image: Timewizard.png][Image: Moogle.png]
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#20
I think you should focuse in one sprite at a time. that way, you can make a good sprite instead of doing a bunch of lacking ones.
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[Image: deT1vCJ.png]
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#21
Ok Ill finish mario 1st [Image: Mario-6.png]
So.??? Any other edits im missing.
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#22
the hands and feet look slighty pillowed.
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If you like my C+C, please rate me up. It helps me know I'm helping!
[Image: deT1vCJ.png]
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#23
The head needs shading.
[Image: cIUPd.png]
Give me my own member group!
--
megazario Wrote:quite amazing good job make up more keep up the good work
plz dont give me a bad point plz for sounding a bit gay here
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#24
OK i fix the pillow shadeing hands and on shoe but the head was shaded its just that the shade color is a lil bit too light when i make it darker it turns orange so i dont no what color to use hows this color??
[Image: Mario-7.png]
This is mario with the lighter shadeing
[Image: Mario-8.png]
So....??any more C+C
I no you said to work on one sprite but i want to no what you think about the mallow i made
[Image: Mallow-1.png]
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#25
(12-14-2008, 07:38 PM)Spartan92 Wrote: OK i fix the pillow shadeing hands and on shoe but the head was shaded its just that the shade color is a lil bit too light when i make it darker it turns orange so i dont no what color to use hows this color??
[Image: Mario-7.png]
This is mario with the lighter shadeing
[Image: Mario-8.png]
So....??any more C+C
I no you said to work on one sprite but i want to no what you think about the mallow i made
[Image: Mallow-1.png]

Don't listen to Rakia. The first one is better.
You've put darker shades on the upper right corner of his left hand and the brim of his cap; They shouldn't be there. Also, you'll notice the brim of his cap bends down a pixel as soon as the outline goes outside of his head. If you ask me, it should be straight; if you want to make it curve downwards behind the straight brim, you can, just make sure the outer edge of the brim is straight. I also think you should raise it a pixel higher so we can see his eyes. If you want to slightly curve in both sides of his brim to make it look more rounded, you should be able to do that as well. The lighting on his right foot flattens out on the bottom; make it rounder if you can.

Regarding Mallow:
When you shade yellow, under almost all circumstances you have to hue-shift the color to be more orange (slightly!) so it looks more brown instead of puke-colored (to be blunt) as you darken it. Overall, I think you should practice working with your line art more often because it's line art that really makes or breaks a sprite. Try to practice making more consistent shades; your contrast can be jumpy at times (looking at the difference between Mallow's face and arm as evidence).

'Glad you're working for improvement!
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#26
Thanks man youve been great teacher Smile.
But to get a better understanding on shading i want to ask you this when you shade with
a light source in the right corner
[Image: question-1.jpg]
do you shade like image y or image z???
Also how would you no when you line art nots smooth and how do you smooth it??
I edited mario
[Image: Mario-9.png]
So Smile??
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#27
[Image: dp2gd8.png]

in addition of this, you need to equalize the contrast for the shades. I mean, some colors have blatant contrast, while some haven't. Get better colors and contrast, and you're done!
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#28
Ahh i see thanks!!!Helped alot
Don't meant to be a pest but i got a couple of more questions
1.What do you guys mean by more Contrast??
2.Some people say i got jaged shadeing what does that mean??
Ok thats all i need to know to get a better understanding of spriting
I edited Mallow
[Image: Mario-9.png]
[Image: Mallow-2.png]
You do not have to answer question want some opinions on new edits
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#29
1. A square of red next to a square of blue = lots of contrast
A square of green next to a square of blue = contrast
a square of light blue next to a square of darker blue = a little contrast
a square of blue next to a square of blue that's ALMOST the same color = very little contrast
As a general rule, you want 'a little contrast' or 'very little contrast' (Almost ALWAYS somewhere in between) when shading one color. If you make shading have any more contrast than that, it looks weird: The dark shading on Mallow's arm next to his normal color has way too much contrast.Typically you try to avoid lots of contrast in any case, shading or otherwise, unless there's a color in between the two that makes the transition smoother.
2. Jagged shading means just that: The edges of the shades are jagged; they don't look smooth. Try to make curves as smooth, consistent, and subtle as possible.

With regard to your shading question, I made a small example, and slightly changed Mario to fit with my example:
[Image: Shading-AA.png]

You don't want to shade both sides of a sprite, because that's pretty much pillow shading, but you CAN put a darker shade on the other side when you 'anti-alias', which basically reduces the contrast between an outline and its inner color. (You CAN anti-alias outlines with backgrounds, but it requires transparency to work right and is frowned upon with sprites.)
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#30
Thanks i get it now.
I have been working on Mario's walking sprites
Its a work In progress so just ignore the no arms and no shadeing
[Image: Walk-2.gif]
Should i add more frames?
Its first time makeing walking sprites so not so its pretty crappy.
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