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Metal Gear Ray [Sprite Test] (Read 8886 times)

Started by Bastard Walt, May 13, 2008, 03:32:08 am
Metal Gear Ray [Sprite Test]
#1  May 13, 2008, 03:32:08 am
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I'm just doing this because [E] asked nicely in another thread. Some very rough sketches on a Metal Gear Ray sprite I'll try to put together during the next months lol.

I have the proportions all setup already based on a screenshot and some ideas all thought out for attacks.
You guys think I should ditch the dithering? Ideas based on efficiency (palettes+frames) are welcome.

I should study more Metal Slug to see how they pulled off the Giant bosses.


Anyone (GMs?) is invited to host this in any imagehost and embed it to this very post

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Last Edit: February 09, 2010, 02:00:30 am by KOFC [walt]
Re: Just a Leg
#2  May 13, 2008, 03:41:34 am
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the knees looks impresive,but the rest of the leg need a little more shading.

Re: Just a Leg
#3  May 13, 2008, 03:45:03 am
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Knees - Of course! I spent nearly 3 hours one sleepless night trying to figure out what details to add. I have a part of the action figure so I could catch pretty much everything.

From the junction down it's just something I pulled off a couple of minutes ago to see if I could get the proportions right. Everything about the Ray model is so full of details it makes me sick...

... but it's also damn sexy.
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Re: Just a Leg
#4  May 13, 2008, 11:15:41 am
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Looks pretty cool, I just get the feeling that that "thigh" on our right should be a wee bit bigger if it's going in the same sprite as the left one. And I rather have less or no dithering.

What have you figured out so far in terms of how to animate it? If only Mugen was as powerful as the Odin Sphere engine it could be mostly done from just 3 or 4 sprites split into pieces.
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Re: Just a Leg
#5  May 13, 2008, 03:22:58 pm
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Thigh - Yes. I'll give that a try.

I was actually thinking of making sepparate pieces of legs, torso, head and arms. Gameplay - I was thiking it should be something like MGS2: hit the knees, then the head. I didn't think it'd be much of a hassle since many of the pieces wouldn't be moving at all. That way, only the moving elements would consume Resources.

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Re: Just a Leg
#6  May 13, 2008, 04:12:25 pm
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Oh I was talking about the resolution/color count, not sure if relying so much on rotating stuff works well at Mugen's resolution and with 2D fighters palette.

The method to kill it sounds fun, I think you had mentioned it some time ago.
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Re: Just a Leg
#7  May 13, 2008, 06:22:14 pm
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I was actually thinking of making sepparate pieces of legs, torso, head and arms. ... only the moving elements would consume Resources.

good idea, for a "mecha", guess is the best way to animate the locomotion.
Re: Just a Leg
#8  May 13, 2008, 06:48:50 pm
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Oh I was talking about the resolution/color count, not sure if relying so much on rotating stuff works well at Mugen's resolution and with 2D fighters palette.
I think it was Graphics Gale that made an almost flawless pixel by pixel rotation, I'll see if I can use that for any movements.


All suggestions are welcome, as this will be slow and we'll have time to discuss. Keep in mind that for now my main objective is still to make only 1 Full MGRay sprite. It'll only become a WIP after evaluating the difficulty of the task :S

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Re: Just a Leg
#9  May 13, 2008, 07:43:28 pm
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gfx gale actually rotate the pixels, so it won't ruin the palette, it will still look pretty bad, though.
Re: Just a Leg
#10  May 13, 2008, 07:44:32 pm
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Refining on a sprite that keeps proportions sounds like a fair deal to me :P
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Re: Just a Leg
#11  May 13, 2008, 08:00:56 pm
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Yeah, That is why I still use it.
Same [walt], New Gear
#12  February 03, 2010, 06:39:59 am
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Wow, a year and a half - I SURE HAVE BEEN BUSY. Got me some Graphics Gale, been fiddling around with it, here's just a small image to give you an idea of what I'm up to this time around (hohoho retracing in layers is awesome)

Source Image:


Like I said, I will make each important part an element of its own. I believe the hardest part will be adding details in each part.
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Re: Just a Leg
#13  February 04, 2010, 06:01:30 am
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Since you guys HURT MAH FEELINGS because you don't care, I'll assume y'all thought I wasn't serious.

... BUT I AM, GODDAMNIT.

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Re: Just a Leg
#14  February 04, 2010, 09:30:58 am
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If people had commented you wouldn't have been bored into doing more like that. :wacko: Looking great so far.
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Re: Just a Leg
#15  February 04, 2010, 09:36:27 am
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This looks really nice so far.

So ... each part is separate, so "somebody" can make a char out of it, by rotating the various elements to make him move. :D
Which shading style are you going for at the end ? GUilty Gear X style, or rather KOF12 (or another) ?
Re: Just a Leg
#16  February 04, 2010, 04:17:50 pm
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If people had commented you wouldn't have been bored into doing more like that. :wacko: Looking great so far.
haha bastard, I thought the same ;P

each part is separate, so "somebody" can make a char out of it, by rotating the various elements to make him move. :D
Indeed, well, kind of. Parts like the head will require several frames for rotating.
So far each element has its own layer and will be finished sepparately.

Which shading style are you going for at the end ? GUilty Gear X style, or rather KOF12 (or another) ?
Apparently this will end up looking like GG. What I noticed, and like I told Rolento earlier, what will make or break this character is the quality of the sprites. Pretty much like Apocalypse or Onslaught, there's a lot more to making a character look celshaded than just adding Light/Color/Shadow, lots of antialiasing everywhere, and careful attention to detail, which is what I'm aiming for.
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Re: Just a Leg
#17  February 05, 2010, 04:14:30 am
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looking sexy so far :thumbsup:
Re: Just a Leg
#18  February 06, 2010, 04:14:52 am
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Apparently this will end up looking like GG. What I noticed, and like I told Rolento earlier, what will make or break this character is the quality of the sprites. Pretty much like Apocalypse or Onslaught, there's a lot more to making a character look celshaded than just adding Light/Color/Shadow, lots of antialiasing everywhere, and careful attention to detail, which is what I'm aiming for.

that's completely not the case, at least not wiht the blazblue sprites, they kinda went cheap on detail expecting the resolution and animationto fix t, which it did.
Re: Just a Leg
#19  February 06, 2010, 12:07:27 pm
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Raymond there is lo-res though, no shortcuts!
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Last Edit: February 06, 2010, 12:19:51 pm by PotS
Re: Metal Gear Ray [Sprite Test]
#20  February 09, 2010, 02:01:44 am
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Camouflage test and a little shading just cause I was bored.

I PRESENT THEE TAKUMA - THE BRAVE AND BOLD :bjugoi:

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Re: Metal Gear Ray [Sprite Test]
#21  February 09, 2010, 02:12:39 am
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Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: Metal Gear Ray [Sprite Test]
#22  February 10, 2010, 09:57:49 am
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some of those parts actually finished? *to give you a feedback.
about the style... witch one are you trying to use or is more like free style?

for some reason the sprite head lose perspective (pic head got it)..maybe the helmet, his left side, the angle.
uhmmm, his ligh chin is wrong.

How many colors are you thinking to use on it?
Re: Metal Gear Ray [Sprite Test]
#23  February 10, 2010, 11:20:49 pm
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About how many colors, well, I don't know. I didn't actually plan any limitations, I'd like to keep as many separated colors as possible. I guess the inherent properties of working at this resolution is that I really need to use a tone for antialiasing between each main shade, so ... so far it's:

- Metal parts (6 tones): Light shade + Antialias + Main Color + Antialias + Shadow + Outline
- Camouflage (4 tones): Outer antialias + Main Color + Antialias + Shadow
- Brown Joints (4 Tones): Outline + Main Brown + Antialias + Light shade

About the perspective issues you mention, I respectfully disagree, I traced over the image, and I don't think I'm finished cleaning lines, which might end up getting rid of the slight displacement that could be barely perceived. I don't think I uderstood what you meant with "his ligh chin is wrong"
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Re: Metal Gear Ray [Sprite Test]
#24  February 11, 2010, 12:28:46 am
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I don't think I uderstood what you meant with "his ligh chin is wrong"
I think he means that the shading/lighting of his "chin" (nose, whatever) is not good. Actually, from the photo, the lighting is bigger when close to the eyes, and goes smaller as you reach the bottom of the nose.
Re: Metal Gear Ray [Sprite Test]
#25  February 11, 2010, 02:30:35 pm
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Yes Cybaster, exactly.
Walt, as you know, you need to be sure where is come from his light source. Even more if you will make the whole rotation head sprite set.

Dont forget change the pallette color for the final vertion. Right now the armor it doesnt feel like iron (i know, still wip but i think a right color palette can help to make the effect right)

Hope to see the final vertion.

Sorry for my english.
Re: Metal Gear Ray [Sprite Test]
#26  July 03, 2011, 11:03:26 am
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Re-visited because I figured out a way or replacing colors in many areas without having to redraw + I think that's the final verson of what I'll be using as the head.


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Last Edit: October 11, 2013, 05:17:12 pm by walt
Re: Metal Gear Ray [Sprite Test]
#27  October 11, 2013, 05:16:57 pm
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RISE FROM YOUR GRAVE

The more I kept retouching the sprite above, the more I realized I didn't have any good references for the other arm ... I'm seriously thinking about ditching that test, and maybe go with another model .. hohoho





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Last Edit: January 21, 2014, 08:53:01 pm by walt
Re: Metal Gear Ray [Sprite Test]
#28  January 21, 2014, 08:52:46 pm
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DMK

Re: Metal Gear Ray [Sprite Test]
#29  January 21, 2014, 09:06:38 pm
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That looks amazing. I would have to run through quickly if I can't get saves online, plant saves in different parts to go back and get new screens would also smart I suppose.

Few other things and sorry if I making this out to be a hassle of any sort because the highest quality picture counts here, what would be the best way of saving them file type wise? At the moment I really have nothing on this computer besides MSpaint to save them into(I use it to browse and play games mainly). Finally about sending them to you? I got 7zip to compress them together and send if that would be an option.

Again, sorry for so many questions that are probably well known things.
Re: Metal Gear Ray [Sprite Test]
#30  January 21, 2014, 09:12:39 pm
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MSPaint works wonders, just save as BMP and PNG. It can then be compressed with IrFanView (this program is awesome for compression, you don't even know, and it's super light)

If you want to be a part of this, just ask yourself of what Stage you'd like to see, and take pictures of it, there's no science behind it :P

Spoiler, click to toggle visibilty
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Last Edit: March 11, 2014, 10:28:49 pm by walt

DMK

Re: Metal Gear Ray [Sprite Test]
#31  January 21, 2014, 09:19:29 pm
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Gotcha. I just like to make sure I get things right is all. Hopefully I can get it to run and get some good shots then.
Re: Metal Gear Ray [Sprite Test]
#32  January 21, 2014, 09:45:35 pm
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I just can't bring myself to like this MG-Ray anymore when the Desperado version looks so much better and more badass lol. Fucking plasma cannon.
pls
Re: Metal Gear Ray [Sprite Test]
#33  January 21, 2014, 10:09:46 pm
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Actually, spritewise it shouldn't be too different, when/if I finish it. A palette sepparation could do the trick.

Also, the Machine Gun Turrets located on Hip/Legs and Shoulders could make up for pretty good 1-on-1 gameplay. It's pretty much the hacks Ray needed to make more sense, otherwise he'd be a sitting duck.

The original Water Cutter could be differentiated from the Plasma Cannon by a palette swap + an alternative aura spark around it.

I hope I had the time/tools/knowledge to make this happen, I pretty much have it all planned :S
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Re: Metal Gear Ray [Sprite Test]
#34  January 21, 2014, 10:15:17 pm
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That floor really clashes with the main BG, are you going to edit it somehow to go with it?
Re: Metal Gear Ray [Sprite Test]
#35  January 21, 2014, 10:21:17 pm
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With the appropriate Brightness/Contrast/Midtones ajustment + some hue applied to both layers, it should look a lot better.

Then again, those were just some concepts to start visualizing what I wanted, they're far from being final :P
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Re: Metal Gear Ray [Sprite Test]
#36  January 21, 2014, 10:29:24 pm
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Some more duller coloring will do the trick, cause the floor is pretty colorful compared to the background. With some hue modifications as well.
Re: Metal Gear Ray [Sprite Test]
#37  January 21, 2014, 10:32:19 pm
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This is a quick example of how reducing contrast helped make the foreground blend better with the BG.



Edit: Example with Hue Applied
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Last Edit: January 21, 2014, 10:48:53 pm by walt
Re: Metal Gear Ray [Sprite Test]
#38  January 22, 2014, 02:51:33 pm
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That looks a lot better
Metal Gear R*
#39  October 29, 2014, 05:46:05 pm
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* Looking for a coder interested in teaming up to bring these superb mechs to life as Giant Bosses.

I stumbled upon these 2 masterpieces in the interwebs in the past few weeks:

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Re: Metal Gear Ray [Sprite Test]
#40  October 29, 2014, 05:51:45 pm
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those two are awesome really wish that someone help you
good luck
Re: Metal Gear Ray [Sprite Test]
#41  October 29, 2014, 06:57:32 pm
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I'm already fixing the sprites to make these models workable for Mugen purposes.

Since this is going to be mostly spriting from now on (until a coder feels encouraged), I guess I should move this somewhere...
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Re: Metal Gear Ray [Sprite Test]
#42  October 29, 2014, 09:01:21 pm
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Holy. Shit.
Re: Metal Gear Ray [Sprite Test]
#43  October 30, 2014, 12:26:25 am
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