You're right, when I noticed it was too late. The eraser wouldn't work well because of the pressure I used on the paper. Anyway, isn't a big deal since I actually planned to use the drawing as a base to pixel art. New stuff:AangRyuukenXeno Goku009Broly
Natália Clarimond from Trajes FataisSpoiler, click to toggle visibiltyI'm not satisfied, but for now it's what I can do. It's from scratch.
I never thought about doing Dragon Ball sprites simply because there are so many good ones already, but this upcoming Bandai game is so incredible that it motivated me to do some:#21#18#17#16Goku SSJMirai Trunks (DBEB)
Is your style CVS or CPS2? The latter style is mostly found in the Street Fighter Alpha and Marvel vs. Capcom series.
Nedflandeurse said, September 22, 2017, 10:01:19 amSome really nice sprites.Beside the face lacking details, it's awesome.I don't know what else I could add to such vanilla (?) faces... But thanks anyway. Ghoulglifer said, September 22, 2017, 01:30:52 pmI´m in love with a-16 sprite, keep it up the good work! Thank you very much! I've seen your work on deviantart and - dang! - I hope one day I reach to your level. no1wammy said, September 22, 2017, 07:36:36 pmIs your style CVS or CPS2? The latter style is mostly found in the Street Fighter Alpha and Marvel vs. Capcom series.It's cvs-ish, I suppose. At least is what I aim to.
In fact 21 17 and 16 are ok to me.But other like goku and trunks seems fo lack eye detail definition.But This is only my point of view, your work is already cool.
I see. Mostly Goku, I struggled a little with it but that's what I could do for now. Anyway, thanks for pointing it out. In the future sprites, I'll try harder.
Traditional art + Photoshop and Paint Tool SaiSouji Okita ISpoiler, click to toggle visibiltySouji Okita IISpoiler, click to toggle visibiltySouji Okita IIISpoiler, click to toggle visibilty
Thank you, Roach! I'll finish the other sketches digitally before I start coloring. Who knows it is interesting to use as a basis for sp portraits.
Speedster said, December 25, 2017, 03:11:53 pmOkita's idleThe animation itself is smooth, but the movement itself doesn't feels very natural. First, there's the hair movement, which is flowing way too much, for such a slight body movement going on. If anything, the hair should barely move in a stance like this. Second, there's the overall body movement itself, which is really just shifting up and down. It feels way too bouncy and at the same time stiff. If you want to go for a breathing type of movement, then you should adjust the timing of the animation to feel more natural and have a bit of a break before the character moves the body up and then down (similar to Geese's CvS animation).If you feel like experimenting more with the stance, you can also try adding a bit of horizontal movement to it, and see if it looks better.
I heard you. I intend redo it. I want to do something not subtle as CVS Geese and not so "jumpy" as Ryu. I mean, I'll redo something like this but fixing the stuff. Tried to change the timing as test:But what you say, could you lend me a hand with the timing?
You should take a look at Haohmaru in his CvS rendition for how the character could behave/stand, I'm not saying the same pose, but how the character is quiet, moving his sword/arms/hands sometimes.I didn't get to see the character in the anime yet, but usually the characters in there are very careful and not jumpy.But if I were to judge it just by how it looks, his hair goes up when his torso/body goes up, which would be wrong; the lines in the middle of his hakama (I searched their name in Wikipedia) seem to be shifted upwards, but could use some redrawing, so you could make the shifting up and down less apparent.The sword looks like it turns a little bit, but so should the hands.
Damn! You spotted everything! Haha! I thought hands wouldn't be that noticeable. I'll post the update version later.Aoshi Shinomori V2Maika - ProcessSpoiler: Result (click to see content)Kenshin vs Kenshin - Already posted in other topic