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Pixel Art Feature Chest / GR#118 - Ryu Revisited - Sprite Progression Thread
« on: January 04, 2013, 06:39:03 pm »
So every now and then i get a bug to do writeups on stuff that everyone else has already done a billion times. This particular exercise has been largely motivated by the latest cluster exercise threads helm has going on in the general discussion forum.
Essentially i got wondering what a classic sprite might look like with a more modern aesthetic. Both Capcom and SNK have their takes on this in their crossover series. Both with distinctively cleaner styles, but both still maintaining their general classic signature styles. Being either vein or courageously stupid, i wanted to have a go at recreating a classic from scratch, using my own rules and other community influences.
Heres the final sprite rendition i came up with, and ill follow up with the progression.
updated and edited version
I originated with a high-res sketch. i was originally intending perhaps to do a high-def sprite render along side of this (and i still might give it a go). the rough result looked something as follows.
this was likely sufficient for my purposes as a pixel sprite sketch, but i spent a little time blocking in some values and came to a final 'sketch' version.
the face is starting to get away from me here along with a few other details. this would have to be addressed if doing an HD render right away
This is where you can go several different ways -and perhaps worth pursuing further. I opted not to color the higher res sketch to a more formal color render and scale down to begin working in pixels immediately.
My first scale down was rather interesting, i was rather pleased with the overall results for a base. Ultimately while shrinking down using NN interpolation, i also limited the color sampling to a workable range of values (. Knowing that im going to have to rework just about every pixel anyway, save the flat areas of color, i didnt care much for too many values.
To continue on, its really a matter of progressive pixel rendering from here. Trying to keep things sharp, clean, not overblend things where they neednt be. here are some progression images to illustrate my progress.
I am feeling about 97% good about the end result. there may be some very minor changes to make imo from here but its largely a matter of the last touches as i have fresh eyes to see them and perhaps some personal rendering style/choice. I may make some tiny fiddles but this is largely done.
Essentially i got wondering what a classic sprite might look like with a more modern aesthetic. Both Capcom and SNK have their takes on this in their crossover series. Both with distinctively cleaner styles, but both still maintaining their general classic signature styles. Being either vein or courageously stupid, i wanted to have a go at recreating a classic from scratch, using my own rules and other community influences.
Heres the final sprite rendition i came up with, and ill follow up with the progression.
updated and edited version
I originated with a high-res sketch. i was originally intending perhaps to do a high-def sprite render along side of this (and i still might give it a go). the rough result looked something as follows.
this was likely sufficient for my purposes as a pixel sprite sketch, but i spent a little time blocking in some values and came to a final 'sketch' version.
the face is starting to get away from me here along with a few other details. this would have to be addressed if doing an HD render right away
This is where you can go several different ways -and perhaps worth pursuing further. I opted not to color the higher res sketch to a more formal color render and scale down to begin working in pixels immediately.
My first scale down was rather interesting, i was rather pleased with the overall results for a base. Ultimately while shrinking down using NN interpolation, i also limited the color sampling to a workable range of values (. Knowing that im going to have to rework just about every pixel anyway, save the flat areas of color, i didnt care much for too many values.
To continue on, its really a matter of progressive pixel rendering from here. Trying to keep things sharp, clean, not overblend things where they neednt be. here are some progression images to illustrate my progress.
I am feeling about 97% good about the end result. there may be some very minor changes to make imo from here but its largely a matter of the last touches as i have fresh eyes to see them and perhaps some personal rendering style/choice. I may make some tiny fiddles but this is largely done.