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Messages - thesydneylad
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31
Pixel Art / 8-Bit Starfire From DC Comics
« on: October 18, 2018, 06:15:07 am »
I've since watched a bunch of Proko ['drawing human anatomy' videos] repeatedly (and will continue to) and I decided to do Starfire.

The character is in a pose I felt was appropriate for a side scrolling shoot 'em up. Starfire is known as a happy character, so I used light colors to reflect this. The theoretical game that came to mind was something like Fantasy Zone, or Panorama Cotton.

I scarified the green for the eyes for the sake of a darker shade of purple so the overall sprite would look better. Without the shading, it looked like a big blob, to me, anyway.

I've included my own sketch (sorry if you can't tell what you're seeing), a reference picture and my own pixel art.

Starfire reference picture (very large pic):
https://i.imgur.com/6of95L1.jpg

Sketch (very large):
https://i.imgur.com/PzPqDyN.jpg

I had second thoughts for the pose. Instead of Star facing backwards, I decided that I wanted her to face forwards.

Pixel art:

32
Pixel Art / Re: 8-Bit Doctor Octopus From Spider-Man 2
« on: September 23, 2018, 12:07:43 am »
I'll go and do as you said before I make the next pixel art attempt. Thanks.

I'm going on a road trip next week, so I'll stock up on these tutorial videos to watch on my phone and I'll practice by drawing on paper when I get the chance.

33
Pixel Art / 8-Bit Doctor Octopus From Spider-Man 2
« on: September 22, 2018, 09:28:45 am »
It's been about two weeks since I made a piece of pixel art.

Anyway, overall, I could only really attempt to copy the hairstyle of the movie portrayal instead of giving the character the comic book bowl hairstyle, but I think it's difficult to get that across in 8-bit, so I feel it's worth saying that.

The movie version wears a more sleek leather coat, but I thought that the dark colors would look horrible on the sprite, so I changed the color to a light brown, which made me to make the decision to draw a duster jacket, like the DC character Constantine. It's unfortunate because I really wanted to stick to the design 100% cuz I've often been making slight alterations to suit my own desires, which always end up biting me.

So, the pose is meant to be a dynamic attacking pose. Doc is leaning backwards just a little and pointing at the enemy, sending his metal arm to attack. His other arm is just kinda...there. I had a hard time thinking of an interesting pose for the right arm, and I was sick of the 'slightly bent, preparing for a follow-up punch' position. It's meant to be obscured by the jacket and behind him, which is why it's a little shorter in width and length. He's using the bottom metal arms to suspend himself in the air, so the arms are supposed to be supporting him by 'standing' on the ground. I'll post an image to show an example.

I've been casually observing cartoon characters and their use of color, which is why I opted for grey shoes - the least used color in the character. I chose to not give Ock's head a black outline. That was always the plan from the start. I couldn't find a way to implement the movie-type arms in a good way, so I'm assuming that this is the way they're supposed to look in 8-bit. I didn't have the room to implement the black gaps between the metal arms, even though I really wanted to.

Sprite:


Reference:


Constantine Jacket:
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSjddgbM40V7O-oDfetndbnWJkRMD54ADWZJvzAKLzs8wEs__zd

Doc Ock in the air:
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQYtulW60_UHkvfyBHKIp2uWC4MdZTyy7yMxiLh_f1wuYf3lzqJ7A

34
Pixel Art / Re: Johnny Bravo Super Deformed NES Sprite
« on: September 07, 2018, 04:58:51 pm »
Mm-hm. Yeah, I'll do some research on human anatomy and revise what I've learned about pixel art so far before I make something new.

Thanks everyone.

35
Pixel Art / Re: Johnny Bravo Super Deformed NES Sprite
« on: September 07, 2018, 02:12:20 pm »
I'm glad someone brought up the art style that I chose. Super deformed is also known as 'chibi', which is a Japanese anime art syle.

Here's a link or two:

https://en.wikipedia.org/wiki/Chibi_(slang)

https://www.giantbomb.com/super-deformation/3015-1196/

36
Pixel Art / Re: Johnny Bravo Super Deformed NES Sprite
« on: September 07, 2018, 12:38:05 pm »
Going off on what Ryu said, I have to ask everyone. Would you all say that I forced the 'super deformed' style on the character when I should've just done what Ryu did. I feel like I'm just constantly over-designing everything that I make.

37
Pixel Art / Re: Johnny Bravo Super Deformed NES Sprite
« on: September 07, 2018, 12:02:43 pm »
Thanks Ryu. I always look forward to your views and advice.

38
Pixel Art / Re: Johnny Bravo Super Deformed NES Sprite
« on: September 07, 2018, 06:38:31 am »
I am curious, because I was trying to create a visual flow, did I succeed even a little bit with a visual flow? I tried to direct the veins in the arms in the direction the arms were going and I made sure to show that the left arm is overlaying over his pectoral, so I just added a pseudo right angle, while using two pixels for the nipples to help visually show the degree the character is facing.

39
Pixel Art / Johnny Bravo Super Deformed NES Sprite
« on: September 06, 2018, 12:04:47 pm »
As the title says, and I based the character structure off the Mighty Final Fight design. Sorry for the long read.

See, I say 'structure' because I still wanted the freedom to not make the character into a full-blown anime art style.
I wanted to keep the western art style origins, but still incorporate the exaggerated amount of muscles.

The way I went about this is that, using the Hagaar sprite for example, instead of making patterns with two pixels, I used three in some areas. Because of Johnny's design, I refused to use any kind of 'optical illusions' and made sure to make it clear that his legs are stick thin.

The character doesn't 'fit' in a violent video game. He'd definitely be a comedic choice, being a great contrast to the genre and the other characters, thus the pose.

I always envisioned Johnny as a tall person IRL, so I made sure to make it clear that his legs have more pixels in them. If you could make it out, his legs would be 8 pixels tall if his arms weren't in the way.

I based his pose on an Arnold Schwarzenegger pose. I chose it because, to me, it speaks to his character - Johnny's more interested in his muscles than he is beating up other people that are going to hurt him, which is within his character, I feel.

I used my own sketch and Arnold's pic for reference, a Johnny Bravo picture, and I mainly used the Hagaar sprite for general guidance in terms of the height of the character.

This sprite proved more difficult than I thought, but problem-solving the shapes was easier than expected.

Please give me any critiques you can find/think of.

I'm taking a break for a little while now. Gonna be playin' Spider-Man PS4! (Please, no spoilers for ANYTHING!)

Johnny Bravo sprite:


Johnny Bravo pic:
http://hindimecartoon.com/wp-content/uploads/2018/01/johnny-bravo.jpg

Arnold's pic:
https://images-na.ssl-images-amazon.com/images/I/81T-pmhNYFL._SY679_.jpg

Hagaar sprite used:

40
General Discussion / The Pixel Art Quality Between Two Games
« on: August 28, 2018, 10:41:23 am »
Hey, this is crazy to me. I don't understand the limitations of the NES, granted, but I really wanna know what could've happened.

See, I guess, IMO, I find the Batman sprites in 'Batman: The Game' to be really bad, to put it mildly.



Then you get to the sequel, 'Batman Return of the Joker' and the sprites look incredible.



The first game was released in January 1990, and the sequel was released 21 months after the first game, December 1991.

What happened between those months is what I want to know. Did the technology to the NES increase, did the sequel get more 'funding' (I don't know jack about how much money goes where in game development), did Sunsoft simply hire a far better pixel artist, or did the art design for the whole game simply allow these advances for everything? Before I found out the first game was made by Sunsoft, I was betting that LJN made the game and the sequel got made by a different company.

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