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Sage's Sprites and Animations (Read 42888 times)

Started by SageHarpuiaJDJ, December 12, 2012, 04:02:11 am
Re: Sage's Sprites and Animations
#81  October 17, 2013, 06:11:09 am
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I couldn't help you out on the wrinkle detail myself. I never learned how to do that properly. ^^;;

Will say, the legs do feel a lot more natural now then previously though. The torso feels like it's still stretched a bit more than it should be but maybe that's me.
Re: Sage's Sprites and Animations
#82  October 17, 2013, 11:20:55 pm
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A good ol shading comparison. These are two different characters for the same project. I prolly need to modify the foot on the girl on the right's right, but I'm pretty happy with the rest. so, which shading looks better?
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Re: Sage's Sprites and Animations
#83  October 17, 2013, 11:56:36 pm
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Personally, I like the shading on the right better. It feels more natural to me. The one on the left feels like if the light source was more behind the character or something.
Re: Sage's Sprites and Animations
#84  October 20, 2013, 02:08:23 am
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STREAM TIME!!!

http://livestre.am/4eY7L

This time it's working smoothly! ^^

EDIT: The stream was going good, but I wasn't. :l So I'll wait till my rep gets a little higher to stream again
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Last Edit: October 20, 2013, 02:42:04 am by SageHarpuiaJDJ
Re: Sage's Sprites and Animations
#85  October 21, 2013, 12:40:41 am
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I. Hate. Shading.

This was just something I whipped up to help with Blizzard's design and for shading practice, so it doesn't really look all that good. I was thinking about renaming her Snowdove. I was trying to apply the method used in the right sprite from the last sprites that I posted, and the coloring of the left.
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Re: Sage's Sprites and Animations
#86  October 21, 2013, 06:44:07 pm
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So many views, so little comments. ;~;



Design 2 finished. Still need a few ideas. I plan on changing the color of her clothes completely to something lighter. Her stance, still not sure about.
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Re: Sage's Sprites and Animations
#87  October 21, 2013, 08:24:25 pm
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So many views, so little comments. ;~;
Unfinished sprites get very little feedback around here, because we're used to finished stuff that is amazing.

I will be blunt with you, I'd rather post nothing at all than posting something offensive like "Wow, these suck", but let's be honest here ... there are so many glaring, painfully obvious anatomy issues with everything you post, that analyzing and giving feedback about every single thing would be too time consuming. If at this point you haven't realized why these look bad, maybe it'd be a waste of time to devote time to teach you the most basic things.

Anatomy issues, slim arms, short arms, delivate female like torsos, shading all over the place, weird color choices with too much contrast, shoulders, heads, faces. Everything is wrong, or unfinished enough not to give any feedback until you state they're a finished piece.

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Re: Sage's Sprites and Animations
#88  October 21, 2013, 09:50:54 pm
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That and her left leg (viewer's right) is sticking out of her anatomy structure. Not to mention the way you shaded it doesn't works, it makes only the upper part of the leg look like it's facing the view, while the rest of her leg is facing the side. Also, too many colors on her arm shading, there is no need for that many colors in such low contrast. If you want to apply any extra anti aliasing, I suggest you finish the sprite first, at least the basic shading. And, if you want to make things easier to understand the anatomy, you should just try those poses on the mirror to see how it works and if it's natural or not.

And, don't cry for comments, dude.
Re: Sage's Sprites and Animations
#89  October 21, 2013, 10:17:24 pm
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The whole crying for comments thing was a joke. I really don't mind having little comments. Sorry about that.

Unfinished sprites get very little feedback around here, because we're used to finished stuff that is amazing.

I will be blunt with you, I'd rather post nothing at all than posting something offensive like "Wow, these suck", but let's be honest here ... there are so many glaring, painfully obvious anatomy issues with everything you post, that analyzing and giving feedback about every single thing would be too time consuming. If at this point you haven't realized why these look bad, maybe it'd be a waste of time to devote time to teach you the most basic things.

Anatomy issues, slim arms, short arms, delivate female like torsos, shading all over the place, weird color choices with too much contrast, shoulders, heads, faces. Everything is wrong, or unfinished enough not to give any feedback until you state they're a finished piece.



I know there's things that are wrong with sprites, but sometimes I can't really point them out. That's why I don't post them finished, because I don't want to make something complete that still has a lot of problems. I understand that the Guild are used to seeing a lot good sprites out there, in fact, most of the good spriters that come here's story as to how they learned to sprite is what inspires me to keep on, even though I hardly improve. In fact, on another forum, one of my friends say that it looks like I never improve or hardly. I know that it takes time to create something amazing, but doesn't take time to create something terrible, that why it takes me so long to make sprites. I don't mind people being blunt, and I really don't like having bad attention for a bad joke, so I apologize again. There's some stuff that I see that I can correct and I'll fix them, as well as the stuff that you mentioned. I'm going to look for more references, because sometimes I do better when I have one.

That and her left leg (viewer's right) is sticking out of her anatomy structure. Not to mention the way you shaded it doesn't works, it makes only the upper part of the leg look like it's facing the view, while the rest of her leg is facing the side. Also, too many colors on her arm shading, there is no need for that many colors in such low contrast. If you want to apply any extra anti aliasing, I suggest you finish the sprite first, at least the basic shading. And, if you want to make things easier to understand the anatomy, you should just try those poses on the mirror to see how it works and if it's natural or not.

And, don't cry for comments, dude.

Once again sorry about that. Shading isn't one of those things that I'm really good at. In fact, I hate it with a passion, but it's something that I know that I have to learn and like since spriting itself is something that I enjoy.

Now, the last sprite I posted was just a mere concept since I can't draw, but now I realize that even concepts must look professional. I didn't spend as much time on this then any other sprite that I did in a large scale during the last months I've been back.

Sorry if I sound to dramatic, and sorry for make a dumbass joke.
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Re: Sage's Sprites and Animations
#90  October 21, 2013, 11:38:34 pm
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Here's my recommendation to you.

Try drawing BUFF GUYS first. Have a look at SF3 Alex, or Urien, or KOF 13 Saiki and Ralf/Clark. Those should teach you the basics on musculature. Your tiny lady torsos on all your characters suggest you don't know much about back muscles



All in all, I told you exactly what you need to work on
Anatomy issues, slim arms, short arms, delicate female-like torsos, shading all over the place, weird color choices with too much contrast, shoulders, heads, faces.

So ... I guess, mission complete? You got the attention you wanted :)
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Re: Sage's Sprites and Animations
#91  October 23, 2013, 01:58:07 am
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That I can do and will do. Thanks for the suggestion and feedback. I really appreciate it.

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Re: Sage's Sprites and Animations
#92  October 23, 2013, 10:28:25 am
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Thanks to CvS The Abstract that likes to commit typos in his posts. It is difficult for him to check his posts before submitting them.

What happened to the ZX style?

Re: Sage's Sprites and Animations
#93  October 24, 2013, 01:41:12 am
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I still have plans on doing that style. Just taking a break to practice on something bigger. I'll start back when I get used to larger scaled sprites.
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Re: Sage's Sprites and Animations
#94  November 01, 2013, 08:27:46 pm
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And another new character. The two sprites besides her are there for comparison reasons. I plan on shading in the exact same style as those two sprites. I also think I made the woman a bit tall and I still need to work on my faces, but I like the overall concept. Just need to shade where the white is. Besides from the shading, this is practically finished, I hope.
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Re: Sage's Sprites and Animations
#95  November 02, 2013, 02:59:19 am
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Update. Need serious help with shading.
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Re: Sage's Sprites and Animations
#96  November 03, 2013, 02:09:18 am
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Update 2, Resized and shaded the character. Well, not exactly a resize. I just edit the stickman a little. All I need to do now is get you guys' opinion on it.
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Re: Sage's Sprites and Animations
#97  November 05, 2013, 04:15:09 am
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Critiquing and giving good feedback is hard. This place has a friendly atmosphere but I think regardless of quality, not a lot of art that gets posted here ever gets all that much constructive criticism. You'll get more attention if you draw popular stuff, but you shouldn't confuse that with useful feedback. So don't read too much into the lack of response.

As for what useful feedback I can give you, well I think there's a number of issues at play here. To put it extremely simply though, I think you have much bigger problems with basic understanding of anatomy and shapes than anything to do with pixel art. Your pixel technique has room for improvement but it's almost a moot point because your sprites are inevitably hamstrung by your flawed fundamentals. Correct me if I'm wrong but looking at your sprites you don't strike me as a highly skilled artist struggling to understand pixel art, it seems more like you are jumping in the deep end and trying to apply pixel art technique without truly grasping how or why.

It's a bit distressing to me how you seem to view "shading" as a completely separate process or skill that stands apart from drawing, spriting or what have you. The reality is that the ability to produce more convincing sprites is a direct consequence of having a stronger grasp of how lights and shadows interact with three dimensional objects and how to reproduce that in 2D. In other words I don't think you need so much help with shading as you do with drawing in general.

To that effect, while I don't entirely disagree with Walt's suggestions, personally I would recommend not locking yourself into too small a box by just studying pixel art. Even the best pixel art will be of limited help to you if you have trouble recognising what kind of shapes those sprites are representing, and why they are successful at it. Study real life! Look at photos of body builders to learn more about human anatomy. Study drawings and paintings by artists you like and take note of how they achieve certain effects. And most importantly, practice drawing!

Frankly I'm not at all sure that the process you use for creating sprites is doing you any favours. The first stick man step is sound, but then it kinda falls apart - you add volume to your characters' body and limbs, but the anatomy is poorly defined with noodly arms and curves that don't correspond to those of actual human beings. You then too quickly deem the outlines finished so you can move on to "shading". I'm also not sure why you're adding all those lines and details around the joints in the shading process.

Remember that you're trying to represent something actually three dimensional, and not just a flat outline to be filled with "shading". Don't be afraid to go back and forth to change things if something isn't working even if you were happy with the outlines at an earlier stage.
Re: Sage's Sprites and Animations
#98  November 05, 2013, 05:31:40 am
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^I really appreciate this post. I really do.

Here's the thing, I agree with everything that has been said here. I want to learn how to draw, I really do, and I'll think that it'll help, but it's something that I really can't get myself to do. I don't know why, but I'll try more and may even take an art class. Your other suggestions are also very helpful. I'm always very iffy when I see an something that looks like an error, but I don't change it or it takes me a while to figure out what it is. Arm gestures has also always been a huge problem for me. Mainly because the sprites I used as reference usually cut off some parts of the arm, but still somehow manages to look natural. As for the first step, I can try the technique of using smaller lines and curves to show better detail. I usually don't look at myself as a reference because I don't want to look silly around other people. It's really hard for me to find good poses for characters that I like to make because I want to be creative and I don't want to steal. Also, some poses that I do find don't really fit the character that I want to create. As for existing characters, I usually prefer making custom stuff, but I see what you mean there. A lot of custom creations for existing characters get a lot of people's attention. I think that I should focus more on the issues that I mentioned, as well as the ones pointed out by your post.

Now, for the sprite that I just posted, I actually reshaded and edited it a bit, and I think that it looks somewhat better. I'm going to post it in a few, but after this sprite, I'm going to work harder to perfect my process, and to slowly improve.

Thanks again for your post.

EDIT:
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Last Edit: November 05, 2013, 05:37:32 am by SageHarpuiaJDJ
Re: Sage's Sprites and Animations
#99  November 06, 2013, 05:18:18 pm
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I decided to challenge myself to become better. so I going to spend all this month practicing and honing my current skills, which is very little.

So expect a lot more sprites here, but only when I'm 100% sure that they're done and ready. Anyways, I don't know what I want to sprite right now, so I'm going to take requests that will actually get done this time. I know that I opened requests many times and didn't do any at all, but now I'm more determined and ready, so request away and I'll try my best on the character.

I also want to work on some of my custom stuff, so I'm going to post the descriptions of the first 8 characters that I thought of while on hiatus. The game is obviously a fighting game, but I don't want to go into any details, like the name and the system, yet. There's still some things that need to figure out like the names of the other organizations.

1.) Win Leasure
Description: One of the main characters of the game. His fighting style is a combination of a special kind of new fictional Karate that involves the use of quick thought process and speed. He has the power of blue lighting and utilizes the quick thinking skills needed in this new style, but rather attack quickly, he uses his senses to try and out think his opponent.
Design and Style Notes: Win's design as well as his style is inspired by the Mishimas' fighting style and designs from Tekken, mainly Kazuya. He does wear upper body attire, which is a blue stash that represents his intermediate status as a martial artist. His trunks are inspired by many Karate trunks, but unlike normal trunks, they are baggy and heavy, which shows that the wearer is holding back in terms of speed.

2.) Day Coles
Description: Win's future rival. He's a swordsman that also utilizes speed, but he also utilizes power in his swipes at the same time. He uses his sword for serious damage, while mainly attacking with his fists. His high damaging moves consists of combos with his sword and his own limbs. He doesn't really think before attacking, but rather, he recklessly, yet poetically, swings his sword hoping to make a hit.
Design and Style Notes: Day's design is to show someone that doesn't hold back for a second. His attire is light in mass and weight. His sword is a special designed Kitana. The colors on his attire are meant to show burning rage due to the serious attitude problem that Day has. His style is very reckless and revolves on dumb luck.

3.) Lux Deville
Description: A character that's more self aligned, yet somewhat evil. She loves to get in trouble and is seriously greedy. She fight using manipulative techniques taught by a dark version of the new fictional Karate. She can also bend light, which turns black due to her dark teachings. She uses this ability to deal serious damage.
Design and Style Notes: Like Win, she's inspired by the Mishimas' fight style and design, but her design is more based on the later version of Kazuya. Her colors are used to symbolize evil and greed. Her attire is lighter than Win's, showing that holding back is not an option. Besides from having Mishima inspired moves, she also has moves inspired by two very popular Street Fighter villans: M. Bison and Juri.

4.) Mano "Snowdove" Yamagi(Somewhat sprited, but still needs work)
Description: A young girl forced to an evil fate. After getting lost in New York in a snowstorm, she is founded by a demon worshiping cult that performs a demon trapping ritual on her. That leads to her having to do their bidding as well as live with a monster inside of her. Due to the demon, she can create ice in different forms on her body, as well as create strong icy winds.
Design and Style Notes: Yamagi's design is basically my version of a generic ice fighter. Her attire and colors are meant to show that a secret is hidden inside her. Her clothing is also meant to look casual to hide that secret. Her style is somewhat like a basic swordsman, as well as a kicker. Her kick moves are inspired by many popular kick type characters like Chun-li and Robert Garcia.

5.) "Constant" Kenneth Rogers
Description: A neutral fighter. He mainly fights in the streets to help make a living. He doesn't have any special powers or abilities. To him, these are impossible and when he actually sees something like that, he calls them 'Japanese Firework Tricks'.
Design and Style Notes: Kenneth is inspired by many boxer type characters, as well as many street walkers. His attire is like that of a basic street punk. There isn't really any inspiration for his colors, just something bright to be different. His style is basic street instincts.

6.) Haruna Zatara(Sprited and editing)
Description: A very good, kind, and humble person. After surviving a life threatening disease, she is a very thankful person. The reason behind her fighting spirit, however, is unknown. She mainly uses special white flames. These flames were created due to strange after effect of surviving the disease.
Design and Style Notes: Zatara's Design is meant to show elegance similar to the elegant design of Jun from Tekken. Her clothing is rather simple, but the designs and colors on her clothing is meant to show her burning passion. Her style is inspired by Kyosuke and Iori.

7.) Kamakaze
Description: An evil, mysterious, soft spoken person. He works for an unknown mafia like group as one of the main assassins, as well as a bodyguard due to his huge size. He uses a mysterious aura to his disposal.
Design and Style Notes: This beast's design is meant to be intimidating, yet mysterious, His attire is like that of a fictional armored guardian. He also wears a mask inspired by Japanese folk demons. His style is meant to rough and aggressive.

8.) Rio "Hurricane" Herendez.
Description: A casual Luchador. Besides his regular wrestling skills, he also uses the power of wind by making tornadoes to launch his opponent. He's very energetic and happy, but he's not afraid to fight for what is right.
Design and Style Notes: Rio's design is inspired by many types of professional wrestling. His main concept comes from The Hurricane, a WWE wrestler. His style of fighting stands out because he uses a vortex attack, something that isn't common in a lot o grapplers.
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Re: Sage's Sprites and Animations
#100  November 06, 2013, 05:32:48 pm
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how about billy two moons(tattoo assassins)(or if you want non digitized sprites then richard meyer of  ff)
Last Edit: November 06, 2013, 05:38:03 pm by jtp768