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Topics - sfried
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Pixel Art / [WIP?] Sketcher schoolgirl
« on: January 09, 2011, 07:01:55 am »

It's been quite a long time since I've worked on this artist girl and quite frankly I'm worried that they payoff isn't worth it. I've decided to make her stick to a pencil after a few design refinements. Was also planning on animating this sprite as sort of a (special kind of fighting) game character.

I'm not sure how much I've improved on it from the previous version though:

Pixel Art / Fem Fatal
« on: February 26, 2010, 02:11:50 am »
Part of an ongoing series of characters who all have drawing as a common theme.

Oh, and forgive the right hand. I'm not sure whether it is too abreviated or it needs more detail to match the left (the one holding the pen). I know some sprites I've seen like to cheat with the number of fingers by blending them into a clump and assuming they're 2/3 fingers close together, but hopefully you can trust me that there are five digits in there :P.

Since Pixelation's colour layout tends to hide things, here's a version sparsed with a green background.

Again, I'm working on 4bit/16 colours, but I got a few swatches left so may work more on her gown. (And I agree, it looks too plain for now.)

Pixel Art / Painter girl (Need some advise)
« on: February 12, 2010, 06:00:01 am »

Here's a version of her without the paintbrush and pallet:

Originally thought about it if she were better suited wearing a cardigan. Here's how I originally wanted to approach her pleated skirt:

A few areas I could use some help:
1) I'm not sure if the final skirt shading that I have above is better than the preliminary design (lower right). Shading the pleats was a pain especially with this kind of lighting, and the above works if her skirt is billowy, which was not what I had in mind originally. Any tips on how to shade pleated skirts (or any skirt for that matter), or just how to make the preliminary skirt shading work would be greatly appreciated.

2) Finding appropriate color schemes for the character was also a pain. I had originally envisioned her in pink but it looked too saturated. Anyone have any good ideas for color combinations? She looks rather darb right now.

Pixel Art / [WIP] Still need help with running sprite...
« on: July 12, 2009, 12:19:13 am »
I've basically went over and redid the leg animation (and some arm movement) using the block model, resulting in eight frames this time instead of the original six. In the end, it does move more fluidly than my previous attempt, but I sill feel something's off:

Pixel Art / Need help with running animation!
« on: March 14, 2009, 08:10:11 pm »
This is an extension of my first sprite thread.

I'm quite new to this animation (and creation) in the sprite business. I've been trying to finish this running animation for months, but I'm stuck halfway:

As you can see, it's still very rough and very incomplete (the last frames I've still yet to get done), but I just felt I had to get something out here in order to ask for advice. I know some of the motion is very awkward. I just cut off the bottom half of the last frame simply because it (leg animation) looked very unnatural, and now I don't know what to fill in next.

(Also, I intend on using PC-Engine 9-bit color values in the end, which is why I'm using some dithering techniques as opposed to the 24-bit gradients I see most posters utilize in my previous thread.)
Edit: Updated sprite:

General Discussion / Question about PC-Engine style sprites...
« on: February 04, 2009, 03:13:32 am »
I know these sound like silly questions, but I'm not too sure how many people here own PC-Engines/TurboGraFX 16s to sufficiently answer these...:
1. What kind of color pallet did they use? I know late 80's/early 90's designs (i.e. Rondo of Blood, Valis) had that nicely contrasted but not so subdued color schemes, and I'm trying to design sprites to that effect.

2. What kind of dithering patterns were commonly used? I know most people nowdays are keen on using gradations by using 24-bit color schemes, but I'm trying to limit mine to 16-bit. I'm trying to experiment with different patrerns aside from the usual "checkerboard" dither, but I haven't played enough PC-E/TurboGrafx games to get that sort of retro look.

Pixel Art / First sprite
« on: August 25, 2008, 03:08:23 am »
I started using GraphicGale lately and I was wondering if I could get help about how to best approach animated sprites: Should I start them all in the computer and just proceed from there, or should I draw each frame and scan them? Right now, I'm using a Tablet PC, but even then, it took me awhile to edit this first frame. And even then I still think it's crude and rudamentary by my standards:

I will admitt I got some help from a certain "Blank Blood" game (for certain color schemes and approximate head sizes), but I just used it as a basis and starting point while the rest I made from a preconcieved idea. I'm also not to sure about the ending proportions since even though they may look right (image was doubled in size for clarity), they might be particularly...usable gameplay wise.

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