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Karuvitomsk
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« Reply #13920 on: July 07, 2011, 06:31:38 PM » |
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...it's also easier to pack more detail into the sprite since there's not as much area to focus on.
  This is relatively speaking. Of course if you want to spend an hour detailing one big sprite, you can, but you can detail (and imply detail) much faster in a small image.
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Inane
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« Reply #13921 on: July 07, 2011, 08:29:06 PM » |
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I don't have any issues with what Nugsy pointed out but your changes to the outline in what you call anti-aliasing (it looks more like sel-out to me ['selective outlining', damn pixel art jargon]) are... unwise. It'd work fine with a dark shade of gray, but the light grey doesn't work...  Bottom left is just how I'd anti-alias, notice that the outline is dark all the way around, and all the lighter pixels to smooth it out are on the interior. Bottom right is just a little redesign of the character, with some shading to give him volume. His legs don't look that great, though 
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real art looks like the mona lisa or a halo poster and is about being old or having your wife die and sometimes the level goes in reverse
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leonelc29
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« Reply #13922 on: July 07, 2011, 08:36:09 PM » |
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The thing that i wan to finish it up immediately after i wake up.   look crappy though...  edit: and the shading suck....
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Xion
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« Reply #13923 on: July 07, 2011, 08:51:23 PM » |
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I also made an edit  It's apparent you had a lightsource in mind, but as Karuvitomsk pointed out, what you've done is called banding. When shading you must keep in mind that the object has a form - a three-dimensionality. Shadows don't just rest on the edge of shapes, they occupy surface area as much as lights do. Try, more than simply saying 'the light is coming from this way, so I will put a shadow on this side' to actually visualize where the light would hit if the light were an automated turret shooting see-bullets at anything that moves. You must avoid being shot by the see-bullets by finding someplace where the turret cannot see you - someplace unseen, one might say. Now let a pixel represent you. Place yourself somewhere on the image, press yourself up against the object, and ask yourself: "Can the turret shoot me here? Am I safe?" If the turret can see you, you are in the light. If it cannot, you are in shadow. Of course you can fudge it sometimes to make it a prettier picture, and there can be complex situations with multiple turrets and bullets that ricochet, but my point is that you just wanna keep in mind the fact that your object will (usually) occupy space, and as such will need to be thought of in a three-dimensional way when shading. Of course you could Not Shade, which is totally fine too. In fact it might be a good idea to do that until you get a nice grasp of how to deal with flat shapes before trying to deal with voluminous forms.
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leonelc29
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« Reply #13924 on: July 07, 2011, 09:05:26 PM » |
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I also made an edit  It's apparent you had a lightsource in mind, but as Karuvitomsk pointed out, what you've done is called banding. When shading you must keep in mind that the object has a form - a three-dimensionality. Shadows don't just rest on the edge of shapes, they occupy surface area as much as lights do. Try, more than simply saying 'the light is coming from this way, so I will put a shadow on this side' to actually visualize where the light would hit if the light were an automated turret shooting see-bullets at anything that moves. You must avoid being shot by the see-bullets by finding someplace where the turret cannot see you - someplace unseen, one might say. Now let a pixel represent you. Place yourself somewhere on the image, press yourself up against the object, and ask yourself: "Can the turret shoot me here? Am I safe?" If the turret can see you, you are in the light. If it cannot, you are in shadow. Of course you can fudge it sometimes to make it a prettier picture, and there can be complex situations with multiple turrets and bullets that ricochet, but my point is that you just wanna keep in mind the fact that your object will (usually) occupy space, and as such will need to be thought of in a three-dimensional way when shading. Of course you could Not Shade, which is totally fine too. In fact it might be a good idea to do that until you get a nice grasp of how to deal with flat shapes before trying to deal with voluminous forms. Great edit with epic description 
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BattleBeard
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« Reply #13925 on: July 08, 2011, 10:59:15 AM » |
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 For a -maybe- future game. It'd be a simple platformer/puzzle about getting to a pie at the end of the level. This is the fatty you play as. Taking advice, but IMO, this is the best spritesheet I've ever made.
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Retro
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« Reply #13927 on: July 08, 2011, 01:38:47 PM » |
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My first thought was: toilet seat! :D (I feel like 2 stupid dogs now)
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ANtY
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« Reply #13928 on: July 08, 2011, 01:49:45 PM » |
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Guy in a hood for me am i right?
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saibot216
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« Reply #13929 on: July 08, 2011, 01:55:25 PM » |
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it's a guy wearing a racing helmet, and I like it.
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Sheep
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« Reply #13930 on: July 08, 2011, 02:14:51 PM » |
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My first thought was: toilet seat! :D (I feel like 2 stupid dogs now)
Hahahaha! xD Now you say it, it indeed looks like a toilet seat. But no, it's based on this character:  As you can see at the second character it's more like a cap/hat/hood.
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twingloxx
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« Reply #13931 on: July 09, 2011, 03:19:55 AM » |
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Elk
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« Reply #13932 on: July 09, 2011, 03:52:24 AM » |
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 WIP for the Preliminary Round on the TUGs Competition from TSR... lasdlkasöflkqöwlrköqwlkröqlwkeöqlkwr
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For business inquiries send me a forum PM!<br />[nozoom]http://img20.imageshack.us/img20/856/chrrr.png[/nozoom]
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leonelc29
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« Reply #13933 on: July 09, 2011, 06:03:48 AM » |
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the last 2 post  epic!
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JoGribbs
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« Reply #13934 on: July 09, 2011, 07:26:54 AM » |
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