AuthorTopic: Second Cluster Study - Knights of the Round  (Read 36305 times)

Offline tim

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Re: Second Cluster Study - Knights of the Round

Reply #20 on: January 03, 2013, 04:09:56 am
I tried something very different, using backlighting.



I imagine it being used in a very different art style, silhouette-based, something more asian.



Hope it can help you guys to see this exercice in a total new way. I personnally find your sprites
are all very similar in terms of color / spirit, as if you were trying to fit it in the actual game. Obviously
the sprite is just a quick test, it has so many flaws.
« Last Edit: January 03, 2013, 03:38:17 pm by tim »
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Offline r1k

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Re: Second Cluster Study - Knights of the Round

Reply #21 on: January 03, 2013, 04:42:11 am
alot of these are really great, but heres my humble attempt



edit: hmm this was kind of fun, maybe later Ill do another that deviates more from the original style.
« Last Edit: January 03, 2013, 04:44:19 am by r1k »

Offline pistachio

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Re: Second Cluster Study - Knights of the Round

Reply #22 on: January 03, 2013, 07:05:35 am
Yeesh, where have I been? Here's my run, a more drastic edit than the first activity's.



Things added to the design for contrast/readability, the borders on the gloves and loincloth for example.

The pose was tweaked, mostly the left leg. The curve running through the left shoulder to the bottom of the loincloth in EreKt's edit provides a good dynamic, was subtler there, but it still did wonders. I attempted to add this to my edit.

More light on dark contrast--see elbow on torso, as in st0ven's edit. Cast shadows reduce the "forced" quality of it while acting as contrast areas themselves.

Color reductions were done while retaining the palette, which was very arcadey, not much hue-shifting--the creative reusage of colors, and the shifting that resulted because of it here and on other edits, not as much, but the sword on this edit does indeed use the same palette as the sprite. Grunge was added to the sprite, the sword especially but it could be too edgy (pun intended). Keeping outlines and borders defined was one intention of the color reduction and the edit altogether, so colors close to black were removed.
« Last Edit: January 04, 2013, 01:30:58 pm by pistachio »

Offline r1k

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Re: Second Cluster Study - Knights of the Round

Reply #23 on: January 03, 2013, 09:19:44 am
a bit rough, but heres a second go, inspirted by reo's.  I gave him some kind of street fighter hair do

Offline Batzy

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Re: Second Cluster Study - Knights of the Round

Reply #24 on: January 03, 2013, 03:19:47 pm
no idea what this thread is about  :crazy: just saw some coool edits here especially pistachio's  :y:

:-)

Offline Dex

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Re: Second Cluster Study - Knights of the Round

Reply #25 on: January 03, 2013, 07:35:58 pm


Helm, doing this is a lot of fun! I hope we continue to do this. :y:
« Last Edit: January 03, 2013, 07:50:07 pm by Dex »

Offline API-Beast

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Re: Second Cluster Study - Knights of the Round

Reply #26 on: January 03, 2013, 08:51:58 pm
->   :-\

Will probably look weird in proper aspect since I partially changed the width of some parts.
« Last Edit: January 03, 2013, 09:56:38 pm by Mr. Beast »

Offline Lachie Dazdarian

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Re: Second Cluster Study - Knights of the Round

Reply #27 on: January 03, 2013, 11:02:57 pm


Uh, just throwing ideas...the head felt very ninjafibile...

Offline 0xDB

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Re: Second Cluster Study - Knights of the Round

Reply #28 on: January 03, 2013, 11:39:33 pm
Can't wait to see all the great edits in their emulated filtered appearance.

(although Helm said not to bother filtering our own entries I could not resist playing with filters in PSP8 after my 2nd edit: spoiler)

Offline r1k

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Re: Second Cluster Study - Knights of the Round

Reply #29 on: January 04, 2013, 12:10:39 am
How do you apply the scanlines?

I really like stoven's edit.  I think Im going to study his, and his from the other thread and do another attempt later.
The contrast in dex's and mr beasts are really good too, Im trying to get an effect like that.