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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
#121  November 29, 2013, 03:04:29 pm
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Some notes on tracing:
In my experience, tracing something can be a shortcut to getting something to look more or less right, but it's not necessarily as "paint-by-numbers" simple as it might seem, especially if you're translating something bigger into low resolution pixel art. Each pixel will represent a relatively large amount of space and you'll always need to know where to place each pixel and which colour to use in order to get the most out of it - there's never any getting around that.

Anyway, the point I want to make is that IMO you should not see tracing as someone having done half the work for you - you should use it as an opportunity to study and learn. While simply tracing over something CAN be helpful and educational, in my experience merely tracing over something can kind of give you a false sense of confidence because it doesn't tell you how you would have drawn the thing yourself. Worst case scenario is you trace over something without really thinking; the final result may or may not end up good-looking, but if you don't make an effort to learn and apply that knowledge to future art, then you haven't really learnt anything except maybe how to trace an existing picture more efficiently.

My advice - and this is not related to pixel art, but a technique I use all the time when drawing from reference - is to look at your reference while you are drawing, try to replicate its lines and forms as well as you can, but WITHOUT layering them on top of each other and tracing. Use a grid to help you with proportions and alignment if you like. Then, once you are finished (or when you feel you get stuck, not able to get something look right, or just every now and then), layer your drawing and your reference on top of each other to see where and how your drawing ended up different. Even if you felt like copied everything exactly, you might be surprised to see how different the proportions, shapes or angles might be.

The benefit to using this method is that it really drives home very effectively what you're able to get right just from looking at reference and your gut instinct, and what you are not. Which means it tells you right there exactly what you need to practice. Not having the lines there to trace as you're drawing also forces you to consciously think a lot more about where, how and why you lay down each line in the drawing. Tracing is not without merit as a learning method, but you could consider it drawing with training wheels on. It might give you a taste of "the real thing" but it blurs the line between success and failure which to me means it can greatly inhibit progress.

Take my advice however you like but I would at least recommend you try this method. Judging from what you have posted I think you really need something to get you out of your comfort zone if you really want to improve.
Re: Sage's Sprites and Animations
#122  December 06, 2013, 08:53:34 am
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Now THAT is advice.

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Re: Sage's Sprites and Animations
#123  December 09, 2013, 04:56:01 am
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Sorry for the late reply. I had spriter's block for awhile.

I'll try your idea, Jiggeh. It sounds like it will help considering the way I sprite.

Also:


Decided to try Pixel Art for a change. Obviously not finished, but I'm having troubles with the mouth and eye.
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Re: Sage's Sprites and Animations
#124  December 09, 2013, 10:58:18 am
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Sorry for the late reply. I had spriter's block for awhile.

I'll try your idea, Jiggeh. It sounds like it will help considering the way I sprite.

Also:


Decided to try Pixel Art for a change. Obviously not finished, but I'm having troubles with the mouth and eye.

Ew! You will not make it! Better not try! Doing sprites will be way easier for you, though they are still will not be as perfect as others' sprites.
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Re: Sage's Sprites and Animations
#125  December 09, 2013, 11:21:44 am
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You're so great at cheering up someone. :brood:

I think the perspective is a bit off, the ear is "looking" at you while it should be more... it should be smaller I think. Right now, for it to look alright the face should be bent more in the left and look in the left.

Last Edit: December 09, 2013, 12:36:27 pm by Alex Sinigaglia
Re: Sage's Sprites and Animations
#126  December 09, 2013, 01:54:25 pm
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"Don't try!" is the dumbest fucking thing I ever heard. Noone ever improved in anything by not trying.

As long as you keep doing the same thing, I will keep giving you the same critique: I still think you're focusing way too much on trying to perfect outlines too early in the process. Rough things out before adding detail and cleaning up, don't try to finish one detail before moving on to the next. Making a perfectly clean outline is a complete waste of time if it turns out you have to redo it anyway because of an issue somewhere. It's a bad habit and you should avoid it.
The perspectives of the hair, jawline, ear etc don't match, and since there's no indication where any facial features are meant to be, I can't tell what kind of angle or perspective you are going for.
Re: Sage's Sprites and Animations
#127  December 09, 2013, 04:11:40 pm
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If you want to learn proper proportions, especially with faces, i'd suggest for you to trace over good looking drawings. It'll be very beneficial, trust me!



Re: Sage's Sprites and Animations
#128  December 10, 2013, 09:13:25 pm
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Sorry for the late reply. I had spriter's block for awhile.

I'll try your idea, Jiggeh. It sounds like it will help considering the way I sprite.

Also:


Decided to try Pixel Art for a change. Obviously not finished, but I'm having troubles with the mouth and eye.

Ew! You will not make it! Better not try! Doing sprites will be way easier for you, though they are still will not be as perfect as others' sprites.
This has to be the snottiest thing I've ever read.
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Re: Sage's Sprites and Animations
#129  December 11, 2013, 05:05:37 am
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Thanks for making a unnecessary dick post in my thread, Soul. It's one thing to say that I suck, but your post was just being an asshat. So until I see something that you did, or you at least give some intelligent feedback other than just simply insulting my work, leave me the fuck alone.

Anyways, Jiggeh, walt, and others who been giving me suggestions, thank you. I think that I'm getting human proportions down now by looking at the details of other sprites, as well as a very helpful 3d model that I found. Now for an actually sprite. This isn't complete, but I thought that it would be good enough to show.



When I'm done with this, It's going to be the new Base Sprite for Lux. I think that the arms are the most confusing thing to shade. I may also have to change the lightest black to another purple.

Oh, one more thing, I think that Jiggeh's theory is a very good one. I do indeed focus a lot on the outline. It's going to take me a bit to grow out of that, imo. I do like to change a lot of things that I see fault when I think i'm finished, btw.
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Re: Sage's Sprites and Animations
#130  December 11, 2013, 10:14:16 pm
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Finished it, but before I put in the development thread, is there anything that I should fix?
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Re: Sage's Sprites and Animations
#131  December 12, 2013, 02:02:42 am
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- Hair (bangs) could use a little bit more refining, or was that what you wanted?
- Her breast looks weirdly shaped. I think you should search some female sketches for reference.
- Stomach lacks shading.
- Her left (My POV) arm lacks shading.
- Hands are too small IMO.



Other than those mentioned, it looks pretty good!



Re: Sage's Sprites and Animations
#132  December 12, 2013, 03:48:54 pm
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I kind of did my own version of your sprite, hope you don't mind

and I turned it into a tutorial to help you, remember the drawing is the most important thing.
Re: Sage's Sprites and Animations
#133  December 12, 2013, 04:10:09 pm
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Re: Sage's Sprites and Animations
#134  December 12, 2013, 04:21:54 pm
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That's pretty much the technique that the professional sprite artists use, except they draw the big picture with pencil and scan the image into the sprite resolution.
Re: Sage's Sprites and Animations
#135  December 12, 2013, 04:38:08 pm
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I kind of did my own version of your sprite, hope you don't mind

and I turned it into a tutorial to help you, remember the drawing is the most important thing.
http://fc05.deviantart.net/fs70/f/2013/346/9/8/fighting_game_sprite_tutorial_by_artchell-d6xnv4h.png

No words, smiley, gif, or vid can express the amount of awe that I had when I saw that sprite.

Thank you. Like seriously. This will really help me a lot. I'll make sure to study this a lot, as well as practice it.
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Re: Sage's Sprites and Animations
#136  December 13, 2013, 04:44:44 pm
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your welcome
Re: Sage's Sprites and Animations
#137  December 31, 2013, 06:01:24 am
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After 17 days of trial and error, I actually managed to finish a sprite:

Her name is Ayami. She's going to be a character in the second Acts of Violence game. Yeah she kinda looks like Blue Mary meets Elastagirl, but I like how it came out, well except the hands. I hate the hands, so they aren't shaded until I can figure out what to do with them.

Original Drawing:


Scaled down base:
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Re: Sage's Sprites and Animations
#138  December 31, 2013, 11:01:40 pm
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Which one looks better? The newest one is to the right btw.
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Re: Sage's Sprites and Animations
#139  January 01, 2014, 02:54:30 am
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Which one looks better? The newest one is to the right btw.
This doesn't really matter.

Scaled down base:

I recommend you draw the character completely with clothes. Just forget about the spriting part until you have a completed drawing.

If you are going to follow another pose make sure you keep the gesture of the pose. The drawing has a lot of anatomy issues such as:

She doesn't have a clavicle
her shoulder is a circle
her arm is oddly shaped (too fat)
fat fingers
no knuckles
her right foot is the wrong way around
her legs are too fat
etc....

It looks like your drawing with a mouse possibly, I recommend using a tablet or drawing it first on paper, but most importantly I recommend learning human anatomy and gesture drawing.

As for the sprite it's pretty good, definitely some improvements. Spriting in fighting games has little to do with spriting, its mostly drawing, so I suggest you get better at that. Some of this advice has probably already been mentioned to you.
Re: Sage's Sprites and Animations
#140  January 01, 2014, 03:25:57 am
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Yeah it has. I can't really get it now, but I do have plans on getting a tablet soon. I also plan on learning drawing, but I can't really start right now, so I'm just practicing with my mousepad to get used to curving. Thanks for the advice and comment.
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