Pixelation
Critique => Pixel Art => Topic started by: brod on December 03, 2009, 08:18:37 pm
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Hello there, so I'm a fan of the game Assassin Blue, and I thought that it deserved a place in TIGS' Indie Brawl project, so I thought I'd try to get a sprite going for 'em. So.. I started on it, but I'd like some crits on my progress.
Possible Final Sprite
(http://i49.tinypic.com/zvu39w.pngg)
(http://i48.tinypic.com/2uzw61l.png)
Here's some screenshots of the game, Assassin Blue.
(http://i18.photobucket.com/albums/b136/BanovG/level4-1.png) (http://i18.photobucket.com/albums/b136/BanovG/level7-1.png) (http://i18.photobucket.com/albums/b136/BanovG/level1-1.png)
And here's some sprites from the Indie Brawl Project.
(http://img9.imageshack.us/img9/9196/iblineup.gif)
Of course, I still have quite a lot more to do, but I just feel like I'm heading in the wrong direction. Please help me out a bit, eh?
Again, here's the sprite I need help with.
(http://i49.tinypic.com/zvu39w.png)
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Oh man, a thousand-times-yes for the Liero sprite! And 2 Noitu Love ones?!
I know the original game's sprite is extremely saturated, but if you want your sprite to work in the style of the others, you'll need to desaturate a bit, especially the highlight. Also, be a little brighter. The style convention seems to be weak shadow and use of subtle internal line work to account for it.
Try to work more of a convincing anatomical structure into the sprite. The legs and feet, for instance, are very blobby. The weak silhouette is flattening the piece substantially. Torso needs to be wider.
Cape needs to be longer. It also looks like one side of it is longer than the other.
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It would appear they all have white outlines...right? Or is that just for the picture?
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I would desaturate the colours a tiny bit to make it look less... saturated. XD
If you shape the belt to a curve, it will make it look like it's attached to something with form, rather than a flat shape.
Also, in the style of the original pixels, It looks like they have tiny feet and elongated forearms, so keep this in mind with your character.
I made a very rough edit for you:
(http://img.photobucket.com/albums/v64/Marbles/baedit.gif)
This is what your proportions and colours should be around, if you're trying to match the style of the other sprites...
I hope this helps! :o
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Thanks all, I really appreciate the help.
@EyeCraft: Haha, I know! Thanks for all the advice, I tried to keep them all in-mind, hopefully it shows.
@Mike: Yes, it's just for that picture. there are screens with in-game fights, now.
@Maru: that DOES look a lot more like the style, thanks :3
EDIT: Alright, I did another remake using a reference right next to it. Hopefully it's less saturated and fits in more. (I haven't worked on arms yet b/c.. I'm very bad with arms >_<)
(http://i45.tinypic.com/2nbeqvs.png)
-Now I'm having trouble with the hair. He is blonde, but it's getting pretty hard to find a yellow that contrasts well with skin. :/
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This is nice, I like it.
But I think it should be a bit bigger. I'd make the legs about 1-2 pixel taller, same with the chest. The head really doesn't fit the style. They have to have really big heads, with a decent amount of detail.
I hope I'm CnCing properly. ;)
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Where'd his lower legs go? First and second versions had much better stances.
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@Dr D & MadHatter: How's this, then?
(http://i47.tinypic.com/2qlrhts.png)
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I think it looks a lot better, but the eyes, ears and hair should show. Also considering the legs are bent, I think you should move the feet more to the left.
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Naw, I'm gonna keep the extra face-details out as a homage to AB.
Here's my attempt at his arms and sword, I failed pretty hard, crit NEEDED :ouch:
(http://i47.tinypic.com/ieqs87.png)
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OK, got rid of his freakish arm and hand, b/c it kinda made me :0# when I looked at it, so here I went back to the base, and made him shinier, and a little more saturated.
(http://i48.tinypic.com/1z5iwi0.png)
...yay
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Compared to the actual Assassin Blue the hat is too far down :-\
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well he's leaning forward, so it's supposed to look like that :P
ex: (http://i47.tinypic.com/dw47qs.png)
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I'd still say the hat is a bit too far down ::) Also would there be any plans to add hair?
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Yep, I tried but it's kinda hard to find a yellow that contrasts well with his skin color. He has some hair now, though.
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Alright, so I tried to add arms again. Hopefully it looks a little better?
(http://i50.tinypic.com/1z4y0sm.png)
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Well, they look long. If they were straight, they would reach the floor. Great for a monkey-style character, less great for you.
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Remember that I'm trying to match the style. The guy that I'm using as a reference (The dude with the top hat) also has long arms that would reach the floor
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Remember that I'm trying to match the style. The guy that I'm using as a reference (The dude with the top hat) also has long arms that would reach the floor
Only his coat holding arm would. It's exagerated to show that actioin clearly. Also the ref is more 'thick' everywhere, making the proportions seem squashed rather than just odd.
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(http://i50.tinypic.com/1eqq1j.png)
any better?
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Remember that I'm trying to match the style. The guy that I'm using as a reference (The dude with the top hat) also has long arms that would reach the floor
This is the problem with the idea of Style, the idea that you should copy mistakes along with conscious aesthetic decisions. if the assassin blue character is not designed to have gorilla proportions you have no reason to mess them up, regardless of wether your refference has a mistake in it or not.
John Kricfalusi (creator of Ren & Stimpy) is a pretty unique voice in cartoons and on the internet, he has a good grass of the basics of drawing caricature and has made quite the educative force out of his blog, I reccomend it to you!
http://johnkstuff.blogspot.com/2009/09/does-everybody-want-to-be-character.html This is maybe a post you should read to think about copying badly designed features.
http://johnkstuff.blogspot.com/search/label/bugs%20bunny posts on bugs bunny, who has good composition in his design and has ALSO been copied very very badly.
http://johnkstuff.blogspot.com/2009/01/use-line-of-action-to-maintain-guts-of.html
http://johnkstuff.blogspot.com/2009/10/classic-animation-principles-applied-to.html
http://johnkstuff.blogspot.com/2009/08/paul-is-thinking-step-by-step.html
These are good explanations of how to pose a character, and big words like composition, line of action, design and construction( I think you specially need to think of the line of action)
http://johnkstuff.blogspot.com/search/label/School This is a collection of his more serious posts about teaching to draw.
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Thank you very much for all those links, they are very interesting! :D
but, if I follow what they say, I'll have to start from scratch, and I really don't want to do that :'(
Anyway, I'm hoping that I have finally got this down.. hopefully these proportions are correct and still fit with the graphic style..
(http://i48.tinypic.com/2uzw61l.png)
Final(?)
(http://i50.tinypic.com/2psm52p.png)
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Judgin from the other sprites, you should use black only for the far outline (the one wide 2-3 pixel) and use colors used instead of black to divide things.
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(http://i49.tinypic.com/zvu39w.png)
How's that, then?