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Sage's Sprites and Animations (Read 42889 times)

Started by SageHarpuiaJDJ, December 12, 2012, 04:02:11 am
Re: Sage's Sprites and Animations
#101  November 06, 2013, 05:41:50 pm
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You can try spriting Potemkin. While you're spriting him, you'll be able to learn basic human anatomy at the same time.



Re: Sage's Sprites and Animations
#102  November 06, 2013, 10:55:44 pm
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You can try spriting Potemkin. While you're spriting him, you'll be able to learn basic human anatomy at the same time.

Doing it right now. The muscles are fun to do, but the hands are a pain in the ass. I may be done before midnight tonight.
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Re: Sage's Sprites and Animations
#103  November 06, 2013, 10:57:13 pm
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Re: Sage's Sprites and Animations
#104  November 06, 2013, 11:42:47 pm
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Re: Sage's Sprites and Animations
#105  November 07, 2013, 05:00:05 am
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I lil more progress. This character has some serious detail on his armor parts, so I'm not sure how much that I'm going to get done as a whole. I also think that I made him kinda short. I'd imagine him to be like 17 pixels taller than my current version. I tried to go by the first frame in his Idle, but as you can tell, that failed because I can't get used to crouching for some reason.

I'm gonna do some work on Jtp's request tomorrow and hopefully finish Potemkin.

EDIT: After another glance, holy shit he's skinny. I think I'm going to redo this after I finish this one.
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Re: Sage's Sprites and Animations
#106  November 10, 2013, 06:07:47 pm
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I'm gonna complete restart Pachi's Request, but after seeing muscles a little up and close, I decided to practice on my custom stuff for a bit:



I'm trying to work on my outlining, so I tried a new method. I first draw curved lines in the curve that I want the part to bend, then I draw an oval, or a circle, around the line. I then proceed to edit the circle and add detail while I'm doing that. I think that this will help out with my anatomy issues. This unshaded sprite is the result of this new method. I like how it came out, but it's up to you guys to determine if it's good or not.
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Re: Sage's Sprites and Animations
#107  November 10, 2013, 10:20:56 pm
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Finished the male. I think I did a good job, but shading is one of my many weakpoints. The male's Win and the female's Zatara. I need some new names for these characters, except Kamakaze, who I might sprite after finishing Pachi's request because he's suppose to be huge as well. A very helpful user, as well as Jigsaw, mentioned that learning how to draw will help improve my spriting and give me an idea on how it's done. I'm gonna start practicing drawing very soon, but I've never been a good drawer.
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Re: Sage's Sprites and Animations
#108  November 11, 2013, 05:27:22 am
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Just thought I should post this. I've been looking at these two sprites that I made and all the other unfinished stuff that I made, and I must say, my newer stuff trumps all of that old large scale stuff, but I still think I can do better. I'm very passionate about improving whatever I do, so I'll never stop learning. On another note, I'm going to be making another thread soon about my custom game's graphic development. I want to use this thread for all my misc stuff. If that okay.

Sorry for not using this post to post sprites.
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Re: Sage's Sprites and Animations
#109  November 12, 2013, 04:49:32 am
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Thought to post this before I make the thread:



WIP animation for Win's Idle. I don't want just a regular breathing idle, but it's all I could come up with so far. How does it look?
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Re: Sage's Sprites and Animations
#110  November 15, 2013, 03:33:26 pm
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SageHarpuiaJDJ said:
I'm trying to work on my outlining, so I tried a new method. I first draw curved lines in the curve that I want the part to bend, then I draw an oval, or a circle, around the line. I then proceed to edit the circle and add detail while I'm doing that. I think that this will help out with my anatomy issues. This unshaded sprite is the result of this new method. I like how it came out, but it's up to you guys to determine if it's good or not.
I have a hard time understanding what this means, but I can't honestly say that I see any improvement. Anatomy is still problematic and volumes are still poorly defined. You really need to study human anatomy more, because I think your sprites clearly show that your grasp of anatomy is lacking. Looking at Win's "base", he seems to have no pelvis, his knee is completely soft and round, and he has a Y shaped line going through the middle of his left bicep. The animation creayes even more issues with the shoulder/chest expanding, and the mysterious bicep line squiggling around.  I'm sorry if this feedback isn't very helpful, I would be happy to provide a paintover to illustrate better but I won't have access to my computer until next week.

On another note, I still think your method of finalizing outlines before filling in the blanks with colour is not the most productive. Yes I know this is a popular method, and it isn't "wrong", but I think it does require a degree of three dimensional visualisation that you don't really have at this point. It is in many ways more sensible to start by blocking out the major shapes and shadows before going into the smaller details. I would say that understanding 3d shapes and how those shapes are represented in 2d is your biggest weakness, and by concentrating on outlines and leaving shading to be thrown together in the end, you are avoiding the issue instead of trying to improve on it.
Re: Sage's Sprites and Animations
#111  November 15, 2013, 04:50:30 pm
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SageHarpuiaJDJ said:
I'm trying to work on my outlining, so I tried a new method. I first draw curved lines in the curve that I want the part to bend, then I draw an oval, or a circle, around the line. I then proceed to edit the circle and add detail while I'm doing that. I think that this will help out with my anatomy issues. This unshaded sprite is the result of this new method. I like how it came out, but it's up to you guys to determine if it's good or not.
I have a hard time understanding what this means, but I can't honestly say that I see any improvement. Anatomy is still problematic and volumes are still poorly defined. You really need to study human anatomy more, because I think your sprites clearly show that your grasp of anatomy is lacking. Looking at Win's "base", he seems to have no pelvis, his knee is completely soft and round, and he has a Y shaped line going through the middle of his left bicep. The animation creayes even more issues with the shoulder/chest expanding, and the mysterious bicep line squiggling around.  I'm sorry if this feedback isn't very helpful, I would be happy to provide a paintover to illustrate better but I won't have access to my computer until next week.

On another note, I still think your method of finalizing outlines before filling in the blanks with colour is not the most productive. Yes I know this is a popular method, and it isn't "wrong", but I think it does require a degree of three dimensional visualisation that you don't really have at this point. It is in many ways more sensible to start by blocking out the major shapes and shadows before going into the smaller details. I would say that understanding 3d shapes and how those shapes are represented in 2d is your biggest weakness, and by concentrating on outlines and leaving shading to be thrown together in the end, you are avoiding the issue instead of trying to improve on it.

Sorry if it doesn't really look like I'm grasping the problems that I have. I look at very muscular models for reference, which was mentioned by you as well as Walt. I try to implement what I see rather than just copying it. I do agree that I may be avoiding the problem, but I usually like to shade when I'm happy with the outline. Something that I stopped doing was putting a colored circle above the sprite. I may start doing that again with the outline. You are indeed correct that I don't really have a 3rd dimensional standpoint. I don't think that it's something that I can learn in a matter of day, but I'll try my best to work on it.

I think that your feedback is the some of the best feedback that I've gotten in a minute. You point out problems that I never thought that I would have. It's also very detailed. I like reading feedback like that. You also have some very good experience as I've seen in the topics that you provide examples in, as well as your own topic. That wasn't really relevant to the topic, but I'd thought to thank you for going into such deep detail as you did and always do.
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Re: Sage's Sprites and Animations
#112  November 15, 2013, 10:57:00 pm
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you can cheat and use a 3d model or something to get the anatomy right.
Re: Sage's Sprites and Animations
#113  November 20, 2013, 09:56:42 pm
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^I may actually do that.

Well, I took a veeeery small break from spriting to relax for a bit, like 3-4 days, but now I feel a lil more inspired. I'm going to focus on all of my problems mentioned in this thread. I know that things take time, so I won't be so whiny when I'm not getting the problems like I was. I don't think that I'll be able to post sprite today, but I'm not sure.
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Last Edit: November 22, 2013, 05:32:34 pm by SageHarpuiaJDJ
Re: Sage's Sprites and Animations
#114  November 22, 2013, 05:32:47 pm
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No sprites, but here's a method that I use:


As you can see, I sprite each part separately, which a lot of users at another forum said that really isn't a good thing to do. I originally just make a stickman then draw the lines without hardening them and slightly editing them. I think that I need to practice on something different, but I'm not sure on what I should practice on. I also want to learn a new method. I'm still going to do the three requests that I have, so stay tuned for that.
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Re: Sage's Sprites and Animations
#115  November 24, 2013, 03:45:31 am
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Here's the new method that I'm using. I think that it's effective, but I screwed up since I didn't use any refs.


Compared to the old one.
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Last Edit: November 28, 2013, 12:35:15 am by SageHarpuiaJDJ
Re: Sage's Sprites and Animations
#116  November 28, 2013, 12:35:26 am
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Hi guys! I have a question: Would it be good to back to editing again? I was considering doing that or holding off a little longer to study more.

I made this base wire frame,  but I'm not sure that It will help:


I know it's not technically a sprite, but getting some opinions on this will be nice.
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Re: Sage's Sprites and Animations
#117  November 28, 2013, 01:24:20 am
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As far as pixel art goes, I recommend that everyone should do edits every now and then.
Seeing professional sprites (and artwork in general) gives a better understanding how something should look (in fact, that's what I was doing just now).

And your sprites are good. Again, just look at other art and see where it can look better.
Re: Sage's Sprites and Animations
#118  November 28, 2013, 02:36:26 am
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A quick sketch I did cause I wanted to practice myself.



I have some advice for you but I don't think you will like it:
Spoiler, click to toggle visibilty

Re: Sage's Sprites and Animations
#119  November 28, 2013, 02:43:43 am
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Hi guys! I have a question: Would it be good to back to editing again? I was considering doing that or holding off a little longer to study more.

I made this base wire frame,  but I'm not sure that It will help:


I know it's not technically a sprite, but getting some opinions on this will be nice.

you can also try tracing over 3d models and/or gamescreenshots.
Re: Sage's Sprites and Animations
#120  November 29, 2013, 12:31:38 am
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Somewhat long post coming up:

As far as pixel art goes, I recommend that everyone should do edits every now and then.
Seeing professional sprites (and artwork in general) gives a better understanding how something should look (in fact, that's what I was doing just now).

And your sprites are good. Again, just look at other art and see where it can look better.

I'll try to look at the more stand out sprites to help me out. For males, I know from looking at other sprites that most males have bulging muscles, and for most females, their muscles don't bulge.

Thanks for the ideas and comment.

A quick sketch I did cause I wanted to practice myself.



I have some advice for you but I don't think you will like it:
Spoiler, click to toggle visibilty



The sketch looks nice. As for your advice, I do indeed plan on learning how to draw. I just can't find a good place to concentrate. It won't be long before I start back though. Thanks for the suggestion.

Hi guys! I have a question: Would it be good to back to editing again? I was considering doing that or holding off a little longer to study more.

I made this base wire frame,  but I'm not sure that It will help:


I know it's not technically a sprite, but getting some opinions on this will be nice.

you can also try tracing over 3d models and/or gamescreenshots.

I'm going to start doing that when I get the chance. Since tracing is good way to get used to curves and all.
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