AuthorTopic: GR#235 - THE CLUSTER STUDY THREAD!  (Read 66528 times)

Offline Ashbad

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Re: THE CLUSTER STUDY THREAD!

Reply #80 on: October 23, 2013, 10:23:35 pm


Mainly tried to trim Ryu down a shade without robbing him of his original doughiness, as well as to sort out the fabric a bit (although not totally successfully).

EDIT: Those pants were really bugging me and demanded another pass.

I don't have anything technical to say, but I like your edit, overall it's a lot cleaner!  Only thing I really dislike is the new face, the old one had much more personality.  Perhaps try accentuating his old features to be a bit stronger/ more visible?  Might just be me, though.
« Last Edit: October 23, 2013, 10:54:13 pm by Ashbad »

Offline Drixxel

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Re: THE CLUSTER STUDY THREAD!

Reply #81 on: October 23, 2013, 11:32:36 pm

I don't have anything technical to say, but I like your edit, overall it's a lot cleaner!  Only thing I really dislike is the new face, the old one had much more personality.  Perhaps try accentuating his old features to be a bit stronger/ more visible?  Might just be me, though.

Thanks for the feedback! I kinda-sorta agree with you on the face, the old Ryu's expression is definitely more interesting, the open mouth especially. I might play around with this a bit more.

After messing around with it for a bit, it's impossible not to echo the thread's sentiment regarding that R-Type enemy's purple gun thing. Blarg.



EDIT: Attempted to fix a couple blatantly obvious screw-ups, although the low contrasty approach is not really doing this fellow any favours.
« Last Edit: October 24, 2013, 01:25:36 am by Drixxel »

Offline ErekT

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Re: THE CLUSTER STUDY THREAD!

Reply #82 on: October 25, 2013, 04:52:49 am

Offline Geti

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Re: THE CLUSTER STUDY THREAD!

Reply #83 on: November 10, 2013, 09:09:19 am
Tried to keep similar feel/pose (shouting, arms extended) and
keep a lot of that "old Ryu" feel while adding some new Ryu
features (ripped sleeves, blocky nose).

->

Was fairly informative, but there are a few bits that I strugged
with - the back arm (particularly the join with the body), front
foot (ankle feels strained at the moment but it felt kinda stupid
facing backwards) and joining the open clothing with the front arm,
the volume in there feels wrong at the moment.

The face took quite a while too, but conversely to the above,
I'm fairly pleased with it.

Gonna take a break, may come back to it after dinner, may not.
I quite like Arne's edit (the heels were exactly what I was thinking
the whole time)

Fun thread, either way.

Edit: Updated, fixed most of my gripes with it. I still
have no idea why he's wearing these weird ballet flats for
fighting but that's what the original sprite says, so whatever.
« Last Edit: November 10, 2013, 12:47:41 pm by Geti »

Offline Lexou Duck

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Re: THE CLUSTER STUDY THREAD!

Reply #84 on: November 13, 2013, 06:29:04 pm
there's this one guy that was on the development team for castlevania rondo of blood and SotN who has a very distinctive style imo
i think he understands how clusters work quite well, with very few shades he makes quite crisp sprites

i also love how he goes out of his way to have as many straight horizontal/vertical/45° pixel lines as possible for that sharp feel

Offline Conzeit

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Re: THE CLUSTER STUDY THREAD!

Reply #85 on: November 15, 2013, 08:56:52 pm
I agree, I've always enjoyed several of the sprites in Rondo (although that sheet has mostly  Symphony of the Night sprites, not to bring them down as they are most of  my favorites from SOTN).
Any reason you filter out a particular guy? I figured it was just an aesthetic shared in the dev team.

Also, after many years of admiring the SOTN/rondo enemies I found the SNES era Shin megami tensei games (like the first sprite in this thread). 

Intuitively to me, these seem like the real thing while the SOTN/Rondo seem like less consistant offshoots of this aesthetic, might the guy from SMT have gone to the Rondo/SOTN team?

check out some  MegaTen monster sheets, I'm interested in your oppinion since we have a similar taste in SOTN monsters =)

http://www.spriters-resource.com/playstation/shinmegamitensei/

http://www.spriters-resource.com/playstation/shinmegamitensei2/

http://www.spriters-resource.com/playstation/shinmegamitenseiif/

http://megamitensei.wikia.com/wiki/Category:Kyuyaku_Megami_Tensei_Demon_Images#

« Last Edit: November 15, 2013, 08:59:30 pm by Conceit »

Offline Lexou Duck

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Re: THE CLUSTER STUDY THREAD!

Reply #86 on: November 17, 2013, 01:12:57 am
well i think its one person cause you can definitely distinguish how he often uses bright selout instead of no outline like they usually do, his recurring choice of very light colors, and total absence of gradients that are otherwise omnipresent in the series sprites so i figure its probably just one guy that kinda strays from how others define the style

those shin megami tensei sprites are quite sexy though, SMT is played kinda like fire emblem iirc ?
i do agree they're a joy to watch especially at how consistent the style is kept and great designs all around


though i'd have trouble believing that this guy and the Rondo/SOTN guy are the same person because of the differences in how they handle posing



on another note, i recently started playing lunar knight on ds and wow the sprite work is amazing


too bad its near impossible to find sprite rips of this game, i tried to look into the ROM but they have very strange file formats, even a friend who's quite savvy with this kind of stuff couldnt manage :/

Offline Night

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Re: THE CLUSTER STUDY THREAD!

Reply #87 on: November 18, 2013, 06:28:25 pm
Quick one.
Took the crusader sprite from HoMM 2, picked off some random colours from the original sprite and made it.
There is light at the end of the tunnel.

Offline BlackTar in a Jar

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Re: THE CLUSTER STUDY THREAD!

Reply #88 on: November 24, 2013, 06:04:59 am
My attempt at Magneto:

Offline Helm

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Re: THE CLUSTER STUDY THREAD!

Reply #89 on: November 24, 2013, 10:52:55 pm
Knight, that's pretty amazing, and 100% in the spirit of the thread. Great job