There's a number of good reasons why you have people trying to get you to shy away from strictly learning an animated / manga style of working; it's actually more limiting than anything if/ more likely when you find yourself needing to work outside of the limited format, because you'll realize that you don't have the proper knowledge or skillset to work beyond the shortcuts and often bad habits that are formed from limiting your learning. Heck, I can actually think of a few programs at various schools where if you try to present work in a portfolio that is manga/anime based, it usually leads to a quick dismissal and rejection!
Regarding Proko, I am guessing you are referring to the video set about portraits, am I correct? Haven't had a chance to really watch them, but I have heard some decent things about them.
Construction lines are fairly important and quite useful; if you find yourself having trouble keeping them light, try something like drawing them with a mechanical pencil, which will force you to keep things lighter less you snap the lead, or even look for non-photo blue pencils which are specifically made to not show up when photographed or scanned.
About 5: Slight difference between still life and life drawing, but your best bet for either would be seeing if you can find a local art school or college that offers life drawing classes.
The longish mouth in the samples is mostly exaggeration, so it's not exactly a hard detail.
I honestly feel it's important to repeat that before you try to mess with a type of illustration that's more abstract, you want to have a good handle on the basics first, this case meaning you need to get some more realistic drawing in. A number of the questions you have there, such as curvature of the face, spacing of facial features, etc, are best learned through observation and practice. I'm typing up this reply in a bit of a hurry, but here's a few pointers in text I can mention:
- When you're drawing just about anything involving the body, you also need to think about what goes under the surface; before you put down hard lines for your facial features or any other topographical details, you need to make sure that it makes sense with what should be underneath, the bones and muscles. - Even artists who are mostly known for cartoon styled work tended to do a lot of life drawing. Bruce Timm's work on Batman TAS, which later basically became the defacto look for animated DC stuff for years, only came about after years of doing life drawing and more realistic work. Why? Because with this knowledge, he had a good idea of where he could simplify things while still keeping the core idea of it! - Either you are raising the contrast quite a bit in your scans, or you are not using much in terms of construction lines / guidelines to plan out placement of things. If this is the case, this is likely a very large part of your frustration. Even those with decades of experience use them, because they help to keep everything in place and in perspective. - For the most part, the various facial features tend to be aligned to some degree. For example, the spacing between eyes tends to be wide enough to fit a 3rd eye. Assuming the mouth is in a neutral pose, the corners of that mouth would line up around the mid point of each eye. Ears tend to begin around the top of the eye line/brow and end around the bottom of the nose. - When working in pencil, start your construction lines very lightly at most. Only begin to put any serious pressure in your linework when you have things worked out; it will save you time and effort and a bit of a mess if you realize later something isn't quite right and need to erase it. - Did I mention life drawing? Because seriously, Life drawing.
It's distinctly possible that part of the source of your frustration is what you are effectively trying to do is imitate drawings that themselves are imitations of a properly drawn figure. What 'anime style' usually consists of is simplification of a more realistic form. If you're just studying the simplification without understanding how they got to that point, then you aren't making the most productive use of your time; effectively just reproducing work with maybe a few tweaks here and there.
Before you can start bending and breaking the rules, you have to know the rules first. Get a working grasp on the real human form, and you will find that making abstract versions is easier.
Technically if you want to be exact, it's MK9's retro ninja look; the style of arm guards and shin guards are a closer match to the illustrations done for the new title than what appears to have been used in Daniel Pesina's original MK ninja suit. The original arm guards from what can be seen in the photos was actually really glossy in nature and wrapped around the wrist more, and the first set of shin guards had part of the straps visible from the front. Also worth noting is that for a lot of the photos that can be found of the MK2 ninja suit, the face mask used by Pesina isn't the grilled mask, but a cloth based one.
Even with the blue lighting, still pretty clear it's green. Also, it's based off MK1 aka Classic Reptile, back from the original palette swap ninja days. Suffice to say, they started changing up the look a bit come MK4. As for Chun Li, more athletic build than expected, but have seen more on model versions. Not bad though.
Regarding jiggling, in Cammy's case it tends to stand out a bit more on account that it is in clear view and highlighted for that matter due to light source. Would agree it needs to be toned down at least a bit.
For some reason, I recall someone on this forum having an avatar of Dudley's crotch from his idle animation. Don't recall who though.
Unless I am missing something, it's a Shakunetsu Hadouken imposed over one of the options; doesn't seem to give much idea of how it is propelled, any sense of turbulence due to its motion, etc. Could also benefit from some rotation of the option just to make it less static.
- HK Tatsumaki has a typo in the hitdef, so neither trigger will ever properly activate. When fixed, becomes apparent that no ground hit velocity was assigned, nor knockdown. Neither version has any hit sounds. - Regarding lack of variety in crouching attacks; was this due to lack of animations being ripped, or issues in effects/ enemy sprites overlapping? Can't honestly recall if they were ripped or not. - Wallace helper needs some fixing, although personally not fond of the idea of completely invincible strikers/assists myself. - Not sure if my eyes are playing tricks on me, but some animations such as walking for Scott seem to have alignment issues. Not sure how would be possible if that was the case, as the rips you obtained had the shadows intact for alignment purposes.
Perhaps would benefit as a character with less than 6 buttons; feels pretty stretched out with current control setup to be honest.
Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread
Returning to the topic of feedback, starting with Batroc the Leaper:
- There seems to be a problem with excessive colors on Batroc; you have several extra shades of black and some extra skin tones that pop up in just one or two cases, suggesting you don't have a set palette you are working from. Ideally should be 16 colors maximum, with one of those being the background color. - Uncertain light source on the image, as artist's left arm shows different light source on forearm than on biceps and triceps, upper torso doesn't match the rest, legs also does not match. - Anatomy of sprite, particularly in upper torso, needs to be reviewed. Chest is placed too high and is uneven, collar bone is missing as far as can be seen. Artist's right shoulder is either dislocated or missing. Thighs on both legs seem inflated to some extent, does not match body type. Not certain how this is the case, as if the boots and pose of the legs indicate they started from one of Cyclops' animations. - Use of shadow on upper torso much more intense than what done on the rest of the image. Makes it too dark, particularly down the center of his torso. - Color selection has high contrast that gets darker very quickly. Would suggest keeping an extra shade or so lighter in tone to avoid excessive shadow, loss of detail. - Belt on the other hand probably had too much detail. Understand that the original design does indeed have a series of links, but comes out very visually busy, which in this case means there's possibly too much going on to fit in style. While you can try keeping it, you want to try to keep the colors lighter there to some extent to keep it from standing out too much. - Mask was somewhat off model.
Have included a modified take on Batroc which covers a number of things mentioned.
Seems as if he goes into a hurricane kick motion to act as a means to wind up for the last kick, something not done in the current animation. The first kick also has more of a windup to it, with the kick itself being at a lower angle. You could easily reuse frame for that last part, but the intro could probably use a few more frames for that first kick.
Re: Sprites for Cody/Death from Final Fight: Streetwise
Better answer: Use a set of open source rips, such as from the mediafire link I am about to provide below. Think this is Kong's folder off the top of my head. Look for Cody's name in there, and you'll have a proper CPS2 set to work with.