The Resource WIP Thread 3

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Started by Celianna 1568 posts Page 26 of 79 View original ↗
  1. Oooh! I love something with lots of details.

    The reference images aren't good for seeing this, but due to the curve of the pillar those lines spiraling around it need to be curved too. That's going to be really tricky to get in the correct perspective with the angled lines. Mostly you need it down in the middle and up at the sides more. It needs to curve as much as the bottom. Something else that was hard to notice is that because of foreshortening, the little lines around the base get closer together at the sides and further apart in the center.

    I hope this helps. You've chosen a really tricky thing to replicate but it's looking pretty good so far.
  2. @callmedan Those are fantastic, thumbs up for even trying something so complicated, but it's turning out great.

    One thing that stands out to me is the top part, where the short vertical lines switch into the diagonal curvy ones. The transition of direction looks a bit harsh, as if the pillar has two different line-parts, while in the real picture we see the same vertical line switch directions into a curve.

    You can fix it by making sure that all the pixel colors remain the same, where the 2 directions meet. If we zoom in, we can see that some bright lines don't continue down in the curve direction (the bright line stops at the transition). The same goes for some other colors at the transition point.
    This is a small detail but it'll help to make the lines look more united.

    I really like your color choices too..
  3. @callmedan very good and nice subject to dive /work into! maybe just the spiraling on the main facing column texture... But I know at that angle it is really hard to do even for me. Let say if you find the right curve you can copy and paste it down on a single line some day! (That might a be a nice addition for many and any asset themed pack BTW)
  4. @Marquise* I'm not super good with space ships or vehicles (can't design them well or drive them :p)
    So I'm not sure about your 4th image. The one on the left (second row) looks like it's flying straight away from us. But the one on the right looks like it's flying down.

    If you want the 4th one to fly down it's ok then, the way I see it.
    If you want it to fly straight away from us, then the engine should be placed lower (it's too high).

    That's all I can think of:p
  5. @callmedan YAY! ^^ If you can... then I might get the twist with some giant Screw shaped spaceship sprite some day. ;) (Oh no... everyone might ask for it now...!)

    @starlight dream I know, I was discussing with @Matseb2611 about making it from the belly up at some point. Theorically, in space it is like in water, anything can be in any angles. But in any movies and TV shows, since it is unsettling to see everything is framed right. Only the first Star Trek Entreprise was filmed upside down! ^^ LOL

    All right, lets temporary dump away the weird camera angles; can't imagine who would narrate a RPG with a spaceship that way unless for a crash, I got to do the side today and took the time for it and fix original bytails of the 11AI closer to original roughs but did one side (I can invert for the 3rd direction). I still have troubles in middle quasi cylindrical section to decide what part of a barrel is top or side and how to flatten that up on flat "A" shaped but still make the 45degree feel somehow. I dunno if the middle pose says something to you;
    3posesAiLines.png
    Will asks my five testers again for additional color suggestions. (Yeah, that one is for everyone but I do some for them exclusively too for the moment. Let say that one is a hard first test. I dunno if I get the hang of it. If I did battlers with that... XD... Nah I'll stick to spriting! Harder but better for use.)
  6. Okay, as you said, it's too hard to create the spiral pattern. I can't get it in the correct perspective as @Sharm said, so I tried adding shadow and light to the spiral part. It turns out a bit better and looks more like a cylinder, not too flat now. I fixed the top part a bit as @starlight dream suggested.
    I also created simple wall, roof and floor tiles for it :p
    shiraz-demo.png
  7. @callmedan aww, But I do LOVE all the pattern and color scheme. I'm sure we'll figure it out some day. I saw here someone figuring out a spiral stair in many many tries. :p Of-course when a char has to step in one ... LOL
  8. Marquise* said:
    can't imagine who would narrate a RPG with a spaceship that way unless for a crash

    You know, that's a nice idea. Crashed and damaged versions of spaceships. With oddly angled ones, you can make some awesomely animated space battle scenes in the engine with spaceships crashing and blowing up. :p
  9. Matseb2611 said:
    You know, that's a nice idea. Crashed and damaged versions of spaceships. With oddly angled ones, you can make some awesomely animated space battle scenes in the engine with spaceships crashing and blowing up. :p

    @Matseb2611 You know what happens when I start that... There is no limit. I have to keep it max as one single spritesheet. (Still, nothing prevent from getting a upside down shot or a sideway one by flipping the ships posting behind a planet in the BG. (Now imagine also a layer of gliding asteroids between the two like an asteroid belt? Maybe even very first rock to hit well placed one to get down before turning in a panicky angle. My what a cutscene!)
  10. I've made cliff, beach and ocean tiles now. What do you guys think? I've looked at and changed them so much I can't tell anymore.

    WIP.gif
  11. A few small tiles I've made recently. If things look fine, I'll share them to the community for free :XP1:
    shiraz-demo_scene.png
  12. YAY!!!! I think I will go to see your shop page as it is way too pretty to be left alone. ^^
  13. @callmedan Those windows are extremely beautiful! :LZSooo:

    @Zephro I like the beach and water a lot, the cliffs have nice round shaded sides and I like how they get grassy at the bottom. The cliff texture appears rocky. If there is something to change I can't spot it... (At least not before my 1st coffee of the day :p)
  14. Right now, im practicing spriting for my first game ever in my entire life of game making - hoping i would actually finish it.

    So here's a sample of my sprite. I hope i could get some critique for this as it looks weird to me even if im proud of it as my first sprite that i made. I didn't put the sword yet maybe later.
    2DtbwzL.png
    Zoomed in
    4fwfQ4y.png
  15. Looks awesome!
    I personally am still not used to creating pixel art. I like how yours has broken the mold a bit.
  16. First of all, congratulations! The sprite looks good for a first timer. I'm also guessing this is for battle characters.

    Anyway, I'm terrible at describing, but for the most part, you really need to work on your shading. Right now, those white lines along his collar and gloves look kind of funky.
    Unless you're making sci-fi clothing, I don't think one shade of white will do. Try matching the number of shades the characters has, it'll look much better!

    I also noticed these colors below:


    Spoiler
    uhF12Bt.png

    I don't know if you've noticed but they don't seem to match the character's shirt color, so may wanna edit those.

    Other than that, the only challenge you'll have is spriting multiple poses and animating them. I'm sure you'll think of some techniques though, but feel free to ask for advice!
  17. We have a specific topic for asking feedback on resources.

    @VexGaming I am merging your topic with the Resources WIP topic.

  18. @Andreyla Thanks for the feedback. It was on a whim when i made this. My hands were trembling to draw a sprite.

    @msazako I admit i am really terrible at shading. Thanks for the feedback i will do the changes later.
    for the shirt's color i was kinda imitating this

    Spoiler
    fZAxMAJ.png

    yeah, what you said is true it really looks out of place. and for the collar :kaojoy:ill try my best for the sprite to look like the character itself.

    @slimmmeiske2 roger that!
  19. When you revisit the shading, consider coloring the interior lines. Having them black can really break up a sprite and you don't want that. Most of the time you don't need interior outlines at all on a sprite. Also, be very careful to steer clear of pillow shading. It's where you don't have a clear light source so you just follow the edge lines when shading. The worst example of this on your current sprite is the shorts. Consider letting his hair be one shape. It'll allow you room to add in some shading and highlights and just let you have enough room to make the hair more 3D. That's more important than accurate details. That's always the key with working small, you have to be willing to sacrifice details.

    Overall it's a really lovely sprite, good proportion, a fun pose.

    Vibrato did some really beautiful battle sprites of these characters. It might be useful for reference, see how he solved the same problems you're having.