YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
Kaze Masamune is Offline
Contact Kaze Masamune:

Kaze Masamune

User

Messages by Kaze Masamune

    

Re: [Theme Thread] CVS Sprite thread

 September 02, 2010, 11:28:34 pm View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

I would help you, but you know if I've got that Tekken thing going on. I might be able to help once in a while though. Just let know me know.
    

Re: Aren't these traced from JUS?

 September 02, 2010, 04:39:46 am View in topic context
avatar  Posted by Kaze Masamune  in Aren't these traced from JUS? (Started by LunchPolice aka Quack August 25, 2010, 10:59:21 am
 Board: Graphics

I'm sorry but is this really being debated? I really didn't expect to see a debate on what constitutes copyright in a thread that's in the wrong forum that is pointing out amazing similarities between The Last Airbender sprites and JUS ones.

The animations are heavily influenced/traced from JUS. You can't copyright a pose. You can't even copyright a sequence of poses. If that were the case, we'd have copyright infringements coming out of the wazoo. Do you know how many fighting game characters punch and kick in exactly the same way?

Hell, the guy that did The White Lion didn't even try to sue Disney for blatantly using his movie as a basis for a few scenes in The Lion King. Why? Cause it's a ridiculous argument. Disney denied it, whatever.
    

Re: [Theme Thread] CVS Sprite thread

 September 01, 2010, 10:50:54 am View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Well the reason I said that was because the Venom suit wasn't supposed to make him too much bigger, so I figured you weren't gonna do that. Looks good though.

Also, it looked like he was hyperventilating because he was exhaling as soon as his lungs were full. He should inhale, hold it there for a while, exhale, and wait a bit before inhaling again.
    

Re: [Theme Thread] CVS Sprite thread

 September 01, 2010, 06:32:27 am View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

He looks like he's hyperventilating! Awesome job, though.

A Venom transformation would be nice to see, but Venom would end up looking like he came out of the third movie. That Venom was ugly!
    

Re: [Theme Thread] CVS Sprite thread

 September 01, 2010, 12:37:21 am View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

A pixel of movement translates to much more in a full 1:1 scale.

That being said, I don't think his head should turn in both directions while walking. I would get rid of him turning away from the camera, as nobody's head actually moves that much while walking. If you don't want to get rid of it entirely, atleast edit those frames so it doesn't look like his head is turned so much. Also, his skin is a little dark, though I'm assuming it's supposed to be Cody. If not, ignore that.
    

Re: [Theme Thread] CVS Sprite thread

 August 21, 2010, 09:14:45 am View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Hehe. You took Yamazaki's belt didn't you! Still, it looks great, and it defines where his waist is, so now his legs don't look too long. I'd rework the lighting on his pecs, though, for starters. Bring the light down two or three pixels, it looks like his pecs are not only small, but placed too far up on his chest.

A quick note on the head: The hairline is starting too far down. Bring it up by two or maybe three pixels. his hair looks like a helmet right now!

Also, his right shoulder (our left) bulges out too much. Carefully shave a few pixels off of it to make it more slender. While you're at it, and a line of pixels to the top of his left (our right) shoulder so that it's even with the other.

Finally, there's a part of his vest strap that goes over his shoulder, but it goes up too high. It looks like a weird bookbag strap of some kind! Its okay to make his vest straps skin-tight too. There isn't alot of distinction you can make with a sprite this small, so you can't afford to be picky!

As you can see, you mostly have anatomy issues now. Work on those, and then try to perfect the anti-aliasing like I showed you.

JP, do you have a hand drawn picture of the character you are spriting? I can help you better if I see what it is supposed to look like, what with it being so stylized.
    

Re: [Theme Thread] CVS Sprite thread

 August 21, 2010, 06:33:10 am View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

My retry of Troy :-\



His head looks tall. I make that distinction because while the head seems to be too tall, it is actually just as tall as Ryu's is. Nonetheless, it looks too tall. Consider shrinking it down anyway.

A good way to practice cvs style is to copy palettes. In your case, I would copy the skin palette from another cvs character that has similar muscle definition to the character you are making. The reason you should pick someone with similar muscle definition is because muscles themselves create shadow on the limbs they are connected to. More muscular characters have more skin shades to imply the pits and falls of various muscle groups. Another reason is that you'll be able to get a general idea of how to shade certain muscle groups by looking at the sprite you got the palette from. Take my incomplete Feng sprite, for instance. That skin palette is infact, Ryu's. And from looking at how Ryu's sprite uses these colors to highlight and define his muscle groups, I was able to make good judgements and highlight and define Feng's muscle groups. As a side note, Feng and Ryu differ the most in their deltoid muscles. Feng has some weird shoulders!

Now, onto the torso. He's got a bit of a pot belly there! Part of the reason it looks that way is because of bad anatomy, and the other part is due to poor anti aliasing. I'll talk about the bad anatomy first.

While pectorals can take on any number of shapes (look at Feng Wei artwork. His look like man boobs!), yours just don't look like pecs. Because of the shading you used to outline where his pecs word be, they look like...well...man boobs! It looks like this character is supposed to be wearing a slightly baggy a-vest, right? These shirts are always tight around the upper chest area, so anything you do up there will look skin-tight when you do it on a sprite.



Here is an example of a character that wears a tight shirt. Do you see how the shadow basically defines the shape of the pectorals? Also, every A-shirt I've ever worn is tight all the way down to my waist. Look at how Yamazaki's shirt utilizes shading that implies the muscle groups underneath, but doesn't define them as much as a bare-chested would. That's what you should be aiming for. That will get rid of the pot-belliedness, and help define where his waist actually is, so his legs will seem longer. Also, keep in mind that the lightsource in cvs sprites is directly above the character. Because you have the highlight shade going so far down, it looks like his stomach is protruding out far enough to be catching the light!

Now, onto the subject of anti aliasing. The whole point of anti-aliasing is to blend colors into one another. It's hard to describe this concept without a picture, but I don't have time to do that so I'll do the best I can.

What you have done is called "pillow shading". Basically you have taken one color, placed it next to another, and outlined (or traced, both words could be used) the entire resulting edge with the shade inbetween. This is a no no! You are only to place this "in between" shade at areas where this jagged line created by placing these two colors together is noticeable.

(I know. Didnt I say I didn't have time to do this? Oh well :P)

This should explain it fairly well for you. Obviously, you have alot more shades to work with, and you have to deal with curves and completely different colors intersecting. How you deal with that is something you'll have to learn on your own.

Good luck!

@Jp many of the things I just said apply to you too, but your character isn't even human so alot of what I said doesn't apply too. Just work on your anti-aliasing and you'll be alright. Awesome job so far!

    

Re: [Theme Thread] CVS Sprite thread

 August 21, 2010, 01:58:51 am View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

I was looking at one of the portraits in that little story intro. I couldn't find the cover art, or any other hand drawn art for that matter.

I'd say follow what the cover art depicts, though. Sprites tended to not be all that good, or follow the original design of characters all that tightly in that era. If the cover art depicts shoulder pads that extend out, it'd be a good idea to follow that design for your CvS styled sprite.
    

Re: [Theme Thread] CVS Sprite thread

 August 21, 2010, 12:29:31 am View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Oh I thought this was an original character. Can you post a link to the game he is from, or a picture? Searching Syoh on google isn't turning up anything. Actually, never mind. He's from Tuff E Nuff? Well if that isn't obscure!

The shoulder pads extend out, away from the body. In the pose you have him in, it looks more like a sleeve. Try exposing more of his arm, as in that position, that shoulder pad (on his right arm) would be pointing almost right at us. Keep this in mind for his other shoulder pad as well.

The pads also seem to be made of metal. Keeping in mind the lightsource (directly overhead), try to make it look more like metal. A good place to start would be using only grey tones for the shoulder pads at first, making sure the shading looks more like metal. When you're done with that, try and change some of the grey tones into colors that better match the source material. Grey is usually a difficult color to work with, but in the case of metal, it wouldn't hurt to start with it.
    

Re: [Theme Thread] CVS Sprite thread

 August 20, 2010, 10:28:42 pm View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Oh, my mistake. In that case, however, you need to take into account the fact that they can be mistaken for sleeves! What material are they supposed to be made of, and how are they supposed to connect to his shirt at the shoulder? This information will help me give you an idea of how to make them look more like shoulder pads.
    

Re: [Theme Thread] CVS Sprite thread

 August 20, 2010, 12:18:47 pm View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Thank you for comment. I'd like to finish it, but like I said, I'm stuck on the folds of his sash, or whatever it is.

I forgot something, though. I must add that I heavily referred to another Feng sprite for the head, which is why it may seem a tad too big (I don't have that artists' name on hand, sorry). Heads have always been a thorn in my side when spriting.
    

Re: [Theme Thread] CVS Sprite thread

 August 20, 2010, 11:15:12 am View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

There isn't enough contrast on the artists' left shoulder, and it looks like it isn't there. Try adding a darker outline.

The artists' right leg is too big. Try to make it smaller. Also on the subject of his right leg, the outline is too thick. try to start with a 1 pixel thick outline, and add darker and lighter shades to that outline as necessary. And finally, the foot on this leg is pointing towards us a bit too much. It makes his ankle look broken!

I can't see the artists' left arm, but it's pose is implied by the position and orientation of the artists' left hand. It seems unnatural. In other words, either have the fist point not directly at the viewer, or move the fist further from the body.

His sleeves don't look like they are attached to his shirt. Infact, they look like shoulder pads! I think what you were trying to do was convey a sense of bagginess, but it would be a better idea to start with the underlying form first, because it doesn't look like the sleeves are touching the arms at all.

This is a good start! I encourage you to work hard and perfect this sprite if you can!
    

Re: [Theme Thread] CVS Sprite thread

 August 20, 2010, 06:42:18 am View in topic context
avatar  Posted by Kaze Masamune  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Work in progress: Tekken 5 Feng


I'm stuck on the folds of his sash really. I know about most of the things that need to be fixed, but I dont want to do any of that till I have the sash out of the way. And yes, I know he's supposed to have patterns on his left leg. I'm gonna wait until I have all the basics done before I go into details.
    

Re: Cvs Yusuke Back in action!

 August 18, 2010, 11:58:46 pm View in topic context
avatar  Posted by Kaze Masamune  in Cvs Yusuke Back in action! (Started by thanewdude07 March 10, 2010, 04:56:17 am
 Board: Graphics

Well done so far, but I couldn't help noticing that his Air Ray Gun animation looks off. The way his shirt extends into spikes...that should be when he's just firing off the blast, but it looks like you're intending for it to look that why while he's charging up. Am I wrong?
    

Re: sf4 style Mugen logo

 August 18, 2010, 05:55:41 am View in topic context
avatar  Posted by Kaze Masamune  in sf4 style Mugen logo (Started by Kaze Masamune August 17, 2010, 01:09:46 am
 Board: Graphics

Thank you for your in-depth analysis! If I decide to make a full screenpack with this, I will take your notes into consideration. Thanks again!
    

Re: sf4 style Mugen logo

 August 18, 2010, 12:54:41 am View in topic context
avatar  Posted by Kaze Masamune  in sf4 style Mugen logo (Started by Kaze Masamune August 17, 2010, 01:09:46 am
 Board: Graphics

I appreciate your comments, navetsea. What do you mean by "not brushy enough"? I didn't want this to be a carbon copy of the SF4 logo. I took style and design elements from it, but at the end of the day, I wanted this logo to stand out on its own. I wanted the influence to be noticeable, but not all too obvious. That's part of the reason why I didn't make this logo red/yellow.

As for the streaky ends, would you mind circling which ones seem fake to you? I'll try to tweak them to look less fake, but again, I don't want the design influence to scream SF4, so there will be some differences.

As for the horizontal glow...could you be more specific? The SF4 logo has a horizontal glow as well...
    

Re: sf4 style Mugen logo

 August 17, 2010, 04:09:43 am View in topic context
avatar  Posted by Kaze Masamune  in sf4 style Mugen logo (Started by Kaze Masamune August 17, 2010, 01:09:46 am
 Board: Graphics

Yea, the font I used looked a lot better on dafont.com. For the second one, i traced it with the pen tool and tried to give it a little sf4 flare.
    

sf4 style Mugen logo

 August 17, 2010, 01:09:46 am View in topic context
avatar  Posted by Kaze Masamune  in sf4 style Mugen logo (Started by Kaze Masamune August 17, 2010, 01:09:46 am
 Board: Graphics

I was thinking about making a screenpack. I dunno how far I'll get, but I'd like some feedback on the logo.

Yes I'm just calling it mugen. I don't see the point in giving it a newfangled name. Intended resolution is 1280 x 720. Here is the logo

Spoiler, click to toggle visibilty

One criticism I already know about is that the metal texture is odd, and doesn't provide a lot of contrast. I was just testing out the design in general.

If you would like to see this in any other colors, feel free to mention it and I'll whip something up in that color.

BUMP:
Spoiler, click to toggle visibilty

I tried again, with more of a SF4 style to it. Criticisms are most welcome.

BUMP!:

Spoiler, click to toggle visibilty

I thought about the Tekken logo, and how it incorporates the kanji for Iron Fist into the design. So I took the kanji for Mugen and gave it a fire flare (like the kanji in the Tekken logo!).
    

Re: Oddly shaped character select boxes

 August 16, 2010, 05:49:29 pm View in topic context
avatar  Posted by Kaze Masamune  in Oddly shaped character select boxes (Started by Kaze Masamune August 16, 2010, 08:33:10 am
 Board: M.U.G.E.N Development Help

Well I don't have a large roster anyway (looks like his supports about 14). What exactly do you mean by huge image and cellspacing? I know that the character select screen supports you having as many images as you want to create the background. Are you saying that the small character select portraits are all one big image? If so, how does the selection box change size? How does it know where to go, because I thought that the cellspacing parameter only allowed a normal grid shape?

I'm not worried about the practicality of adding characters. If need by, I'll make a program in Multimedia Fusion 2 that should streamline the process.
    

Oddly shaped character select boxes

 August 16, 2010, 08:33:10 am View in topic context
avatar  Posted by Kaze Masamune  in Oddly shaped character select boxes (Started by Kaze Masamune August 16, 2010, 08:33:10 am
 Board: M.U.G.E.N Development Help