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877483 Posts in 32868 Topics- by 24305 Members - Latest Member: orloff

May 19, 2013, 03:48:12 PM
TIGSource ForumsDeveloperCreativeArtWorkshopEveryday I'm pixellin'
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Author Topic: Everyday I'm pixellin'  (Read 4149 times)
Destral
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« Reply #30 on: July 24, 2012, 11:04:26 PM »

Missed out on posting yesterday, but I did start work on this guy, and then I finished him tonight:



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Destral
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« Reply #31 on: September 15, 2012, 05:00:14 PM »



« Last Edit: September 15, 2012, 05:11:02 PM by Destral » Logged

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Destral
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« Reply #32 on: September 24, 2012, 11:32:57 PM »

Assorted female characters.



The right-most one is a re-do of this old one:

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Destral
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« Reply #33 on: September 27, 2012, 12:34:29 AM »

New version of the Sword Surfer Menu screen:



Still WIP, but I feel it's coming along pretty well.

Not 100% convinced on the spacing of the name on the large sword up top.
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Destral
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« Reply #34 on: October 23, 2012, 05:21:10 PM »

Something different.

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green
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« Reply #35 on: October 25, 2012, 10:45:35 AM »

When picking a palette you should not only change the value but you should play around with the saturation and hue as well. It will make the palette much richer and that will automatically result in a better looking sprite.
The rest is looking pretty solid. Just make sure to remember how a lit "orb" looks when highlighting a head.
I also suggest you don't use dithering for color bridging but instead just use it to add texture.
You should rather just pick an extra color. Especially in small sprites like these.



Keep it up.
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Destral
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« Reply #36 on: October 28, 2012, 01:23:58 PM »

Thanks for the feedback, green. Smiley

Tried to do that a little more with this one, mostly in the shading of the robe and hair:

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« Reply #37 on: October 28, 2012, 02:06:10 PM »

Nice improvement already.
I do feel however that the shading and highlights are all around the place.
Crude edit:


And as for the orb, assuming it's a light orb, the outermost AA should be lighter on a light background and darker on a dark background. Right now it's the other way around.
That's because the outerglow in reality would be more transparent further away from the glowing object.
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Destral
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« Reply #38 on: October 29, 2012, 08:17:39 PM »

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SolarLune
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« Reply #39 on: October 30, 2012, 12:17:20 PM »



Here you go.

EDIT: As a side-note, I like the style and proportions you have there. I think her 'light' and 'dark' colors are too similar, and her face changes on the frames, but it's pretty good.
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Destral
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« Reply #40 on: November 01, 2012, 09:41:57 AM »



Here you go.

EDIT: As a side-note, I like the style and proportions you have there. I think her 'light' and 'dark' colors are too similar, and her face changes on the frames, but it's pretty good.

Thanks for the link, was kinda cool to watch the sprite while listening to it.

As for the colors, yeah, I'm not 100% happy with them either, I used a color picker for the pallete hues, but the saturation and values could probably use some tweaking. I'll have to go back to it and mess around some more.
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Destral
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« Reply #41 on: November 27, 2012, 10:33:54 PM »



I changed the color of the pants, tweaked the pallette some to try and create more contrast between the clothes and hair and the skin, and added another frame of animation to the drop from the cheer. I'm thinking about having the hair jostle some, so I'll probably mess around with that some more.
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Destral
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« Reply #42 on: December 01, 2012, 12:26:57 AM »



Made a simple walk cycle. Again, the hair definitely needs to look a little more alive.
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Destral
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« Reply #43 on: December 02, 2012, 12:04:59 AM »



some assorted humanoids, slightly bigger scale (20x32), with a sample walk cycle.
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Destral
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« Reply #44 on: December 06, 2012, 12:56:40 AM »

Used the animation cycle from the horned purple dude and applied it to the skeleton, with a few improvements (shading to insinuate motion, in the torso specifically):

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