Pixelation

Critique => Pixel Art => Topic started by: Shin on January 12, 2007, 01:51:58 am

Title: Character for a fighting game I'm making.
Post by: Shin on January 12, 2007, 01:51:58 am
I know it isn't pixelated yet, but I just wanted show you guys what I'm working with here. I drew it by pencil and paper and scanned it. I don't know much about atonomy so the muscles may look a bit screwed up. Also, I don't know the size a fighting game sprites should be.

It's open for criticism.

(http://i119.photobucket.com/albums/o127/Ross_2kx/Char1sketch2resized22.jpg)

Title: Re: Character for a fighting game I'm making.
Post by: Helm on January 12, 2007, 03:44:14 am
Such a puzzling sketch you have there. Generally it shows a very good understanding of posture and balance etc, but then the anatomy! People aren't made from insectoid carapache segments overlapping each other like battle armor (although, that'd be cool!) so you'll have to imply muscle much more than outline it and go HERE IT IS.

(http://www.locustleaves.com/Char1.png)

may I also propose a more open guard stance?
Title: Re: Character for a fighting game I'm making.
Post by: im9today on January 12, 2007, 04:58:22 am
The size depends on what resolution you are going to use. Capcom sprites are under half the size of this, but Guilty Gear's sprites are roughly the same size I think. I'd adopt the 50% approach; this could take a while to color and animate properly at this size. Based on the older sketches I saw I think this character design is stronger than what you had but is still sort of bland. Consider my 'significant accessory' theory. :3
Title: Re: Character for a fighting game I'm making.
Post by: Luzeke on January 12, 2007, 02:03:44 pm
It looks good, but I'd suggest you move his right hand down a little. Right now I get the impression that he's scratching his chin.
Title: Re: Character for a fighting game I'm making.
Post by: loempiavreter on January 12, 2007, 04:29:30 pm
It looks good, but I'd suggest you move his right hand down a little. Right now I get the impression that he's scratching his chin.

He could be guarding his face more, it would make more sense if he was a street fighter to do that. But if that would be the case i would move it more towards the nose, and the fore arm more stretched (it looks a lot like a Bi Jong Stance) 
Title: Re: Character for a fighting game I'm making.
Post by: Helm on January 12, 2007, 05:32:15 pm
I'm no expert, but I don't think you're guarding your face if your hand is parallel but before it. The face is leading, open wide. Therefore, all that hand does at this time is obstruct the face, which isn't the best design in the world.
Title: Re: Character for a fighting game I'm making.
Post by: Rox on January 12, 2007, 07:34:17 pm
Nah, that's not a defensive stance. It's an offensive stance. It feels logical to me that someone who wanted to punch hard and fast would keep one hand at jabbing distance, and the other drawn back to dish out heavier strikes quicker. With both hands in front of you, it's easier to parry an attack and do swift jabs, but you have to retract one hand in advance if you want to perform a more powerful punch. In a stance like this, half the work is already done. Helm's resketch looks a little better than the original, though, pose-wise. That elbow needs to jut out a little, be a little aggressive. Elbows never really stay close to the body unless you're simply letting your arms hang down.

Other than that, I'd have to say I love it though. It's a very nice and clean sketch, and it's generally a successful pose.
Title: Re: Character for a fighting game I'm making.
Post by: Shin on January 12, 2007, 09:48:11 pm
Thanks. I did edit the mucles a bit after carefully examining some pics for the internet. About the muscles looking like a plate armor - I did that intentionally so I could get a general idea where the muscles go when I start shading. And the stance itself, Rox hit the nail on the head. This is an offensive fighter and he has a wicked right staight. I'm currently trying to out line the image itself using Grafx2 which is a terrific program.

im9today - That cross neclace idea is good idea but I'm giving him a celtic cross to avoid imitating K' too much.

(http://i119.photobucket.com/albums/o127/Ross_2kx/Char1sketch2resized2.jpg)
Title: Re: Character for a fighting game I'm making.
Post by: Helm on January 13, 2007, 02:30:22 am
muscle groups on straight-punch forearm invented. Actually worse than the first version. I'd make his other fist a solid fist too, now it looks very limp-wristed. I'll wait for this to become a pixel art piece before commenting further.
Title: Re: Character for a fighting game I'm making.
Post by: Shin on January 16, 2007, 10:41:32 pm
Don't expect to be commenting anytime soon. I decided that this was to big a project to take on with absolutely no pixel experience at all. I know there is some tutorials that can guide me, but I should start of smaller. I'll start with some smaller sprites instead of trying to play in the big leagues for now.
Title: Re: Character for a fighting game I'm making.
Post by: Ryumaru on January 16, 2007, 11:56:42 pm
seems like youve made a smarter move than most make :P
Title: Re: Character for a fighting game I'm making.
Post by: Shin on January 17, 2007, 06:30:34 pm
seems like youve made a smarter move than most make :P
Yeah, I thought it would be.