09-10-2018, 06:10 PM
Update on Boshi, made a walk cycle.
Retro64's Customs
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09-16-2018, 12:55 PM
Update on Waluigi, animated shoulder dash.
09-17-2018, 02:53 PM
Update on Boshi, three more frames of animation made:
Eating: Jumping: Spitting:
09-19-2018, 10:17 AM
09-23-2018, 01:34 PM
(09-10-2018, 12:49 PM)Retro64 Wrote: New Sprites Dedede & Meta Knight (Modern)Decided to make an entirely new sprite instead of editing since I am updating Dedede to the current style: Once I'm done with spriteing it then I'm going to down grade the colors.
09-23-2018, 06:59 PM
Here's a preview of how Dedede will look with his NES palette.
Update: New Sprite, Hogwash DKC Style.
This took a very long time to do, downgrading a render to under 16 colors is very difficult, but I'm pretty happy with the end result! Here's a better palatte for Hogwash:
09-30-2018, 04:27 PM
(09-28-2018, 04:11 PM)Retro64 Wrote: Update on Hogwash, finished flying animation:I realized what i was missing, the turning and defeated animations. Here's the turning animation: Defeated animation coming soon!
10-01-2018, 03:51 PM
I cant really comment on Hogwash, but i think generally speaking you're on the right track to improve and definitely should challenge yourself on more complex pieces. I think the main thing you should work on a little is your line work, you seem to be a bit stiff, i think it might be due to a fear of making things unreadable? I think working on more complex, maybe larger pieces, will help you learn what you can leave out and tricks on what can and can't be covered in certain ways.
Your colour choices and technical skills seem pretty solid for now, i think by improving your line work your pieces can really begin to pop! Also, animation wise: The animation for Hogwash looks a bit jaggy, this will be tough in DKC style as the sprites were pre-rendered, making them vastly harder(not impossible, but harder) to imitate. The lighting seems to flip so im pretty sure you flipped frames halfway? I'm unsure, but making each frame separate will help the animation flow and seem less rigid Thanked by: Retro64
10-01-2018, 06:53 PM
(10-01-2018, 03:51 PM)JewyB Wrote: I cant really comment on Hogwash, but i think generally speaking you're on the right track to improve and definitely should challenge yourself on more complex pieces. I think the main thing you should work on a little is your line work, you seem to be a bit stiff, i think it might be due to a fear of making things unreadable? I think working on more complex, maybe larger pieces, will help you learn what you can leave out and tricks on what can and can't be covered in certain ways.Thanks, outlining is a problem I have, I used to make a ton of NES styled sprites which need outlines because of the limited color palette. Which got me into a habbit of giving thick outlines on my sprites. I think you're right working on larger pieces would help that. Hogwash has been an odd project by making it as accurate a possible I have only been downgrading official renders (like Rare did) to create sprites, then editing them to create movement. The problem is since Hogwash only appeared in one game he was very few renders to work with. I've only found 3, and one of them is a standing render which never happens in the game so it only leaves me with two. Any shading on the sprites have been directly carried over from the render so it is quite odd that the shading flips, thanks for pointing that out. Really appreciate your critique.
10-01-2018, 07:09 PM
I will recommend, instead of building from an outline, build more from blocks, i would give you an example but currently i do not have my mouse at hand, but essentially, make the head a red head shape, then the body a blue body shape, the arm a green arm shape, all filled in, then shade those. Outlines are not always necessary and should be an afterthought in my opinion.
Thanked by: Retro64
10-02-2018, 05:35 PM
HE HAS NO STYLE HE HAS NO GRACE HERE'S A WIP OF LANKY'S FACE In all seriousness I'm starting Lanky Kong in the King of Swing Style! |
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