Sals
New Member
Posts: 43
|
Post by Sals on Sept 28, 2003 18:13:50 GMT -5
I changed her hair color (as did she, wink) - Adam
|
|
|
Post by Nemesis42 on Sept 28, 2003 19:15:39 GMT -5
She changed her hair FROM black to a color? ... that's unusual. Oh well, my mistake.
|
|
Sals
New Member
Posts: 43
|
Post by Sals on Sept 28, 2003 19:21:52 GMT -5
She got light reddish streaks throughout. Anywho, time for a secret wepon. "Form of PANDA!" - Adam
|
|
|
Post by pixelor on Sept 28, 2003 19:48:04 GMT -5
wow, that looks great man! crits on the panda version: the wrinkles on the abdomen arent really anatomically correct with her pose. It look as if tho she as a beer belly... The idea for the game sounds awesome too!
|
|
Sals
New Member
Posts: 43
|
Post by Sals on Sept 29, 2003 4:00:59 GMT -5
The wrinkles are in the suit -- look at any big-suited mascot with no framework and you get these fat wrinkles all over their stomach and body. Well, at least that's what I tried to do anyways.
- Adam
|
|
|
Post by methinks on Sept 29, 2003 8:02:03 GMT -5
Hey Sals. I like your style and those images are QL. Very expressive and energetic. And still it is a still image. Can't wait for anim :] But here it goes - I don't liek this panda... It's face looks like copy-pasted in paint... Hope you're not offended... I think it needs some shadowing. I don't really know what is not alright with it, it lacks any kind of smooth changing and both face ad panda-suit does not seem to interact anyhow with the other one. Physical contact would involve some material reaction and qould provide some shadow. Or is she becoming a panda? Still it looks like glued. Hands are alright only the face bugs me.
|
|
|
Post by Xio on Sept 29, 2003 15:23:34 GMT -5
These sprites are amazing, but I really think you should do bigger sprites. I know you usually work on the GBA, so maybe they look better on the actual hardware. For the PC though, your sprites have too much detail to be seen at 1x on 1280X1024 and higher. Like I said though, if it's for the GBA, it's probably perfect.
|
|
Sals
New Member
Posts: 43
|
Post by Sals on Sept 29, 2003 16:32:03 GMT -5
Yeah, definitely GBA. I dunno about you guys, but I have my PC set at highest resolution. So I can see about 2x as much detail on my GBA screen as here. So take any of my sprites, make em 2x size and if they look decent, they'll work on GBA.
- Adam
|
|
|
Post by Helm on Sept 29, 2003 21:00:16 GMT -5
I don't know. I don't think they would work too well on the GBA. Basicaly, parts of your particular style aren't actually the most efficient but of course they make your style what it is and who am I to argue.
However, saying you put this on an actual gba, you're going to have two issues: lots of the detail will be lost on the viewer in animation, and the lack of contrast between your shades will wash out the sprite to a blurry wobbly black and brown thing. The reasons these two things would I think happen, are the following:
*note, I've been keeping track of your work because I always liked it, but these objections of mine only became something to suggest when I really sat down and thought about what you're doing*
1. Shades are pretty close in lightness! Whereas for tiles and bobs (statis sprites) your particular style doesn't suffer from this, your sprites would. You're using way too many close shades for so small a sprite. On the face for [of your later edits] for example. Obviously the way you handle all the shades is something for the viewer to admire, but only when he can see every frame long enough. And in a realistically smooth anim this does not happen. So the eye of the viewer will simply register a blur.
How to fix: Add to the gap of lightness between shades, heh. About 50 lightness or more between each shade. And tint them a bit, they don't all have to have the same hue. I'd say it's a little more complicated than that, because this partains to your style. I suggest you approach your shading in a more cel shading kind of way. Have a colour, a darker main shade for it, and a buffer colour. hell, for such sizes, maybe not the buffer colour either. Maybe use one bright highlight so make a sprite move vibrant. You have to keep things sharp in such small sizes if the viewer is to appreciate the volume. What you're doing now, is essentially small-scale digital drawing. You're using your shades in so little space you're actually almost painbrushing the thing. If you'd try this approach on a 64x64 sprite you'd find yourself running out of shades in a bad way. There's more than an artistic reason that all GBA true pixelled sprites use cel shading. It's because it conserves shades and is quick to animate.
Then, I suggest you don't overuse pure black. an outline of the sprite is great to make it distinctive in such a small res, but I'd suggest you leave the detail work to the shades of colour instead of black. Which brings me to the usage of AA. You're using it in a peculiar way, I think. Combined with your homogenised shades, it adds to the blur effect I was talking about above. You need to make your shades more distinctive, and you need to AA them in an effective way. I can't put down all my thoughts on AA because it'd take too much time than I'm at this moment willing to put into this critique, but I suggest you read the excellent tutorial by Nemesis on the subject.
Note how you're not using your darker shades as body of colour anywhere. Only for details. :/
|
|
Sals
New Member
Posts: 43
|
Post by Sals on Sept 30, 2003 4:02:54 GMT -5
I understand some of your suggestions, but a few points I'm not quite getting. Want to make an edit for us?
- Adam
|
|