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Sprite Criticism http://45.55.195.193/viewtopic.php?f=1&t=16183 |
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Author: | Captain Kicktar [ Tue Aug 11, 2009 7:13 pm ] |
Post subject: | Sprite Criticism |
I would like the community to criticize my work. A Milkor: Attachment: A pistol (Star): Attachment: A rifle (also Star): Attachment: A sniper rifle (guess what? Star): Attachment: A cannon (guess): Attachment: |
Author: | p3lb0x [ Tue Aug 11, 2009 7:15 pm ] |
Post subject: | Re: Sprite Criticism |
It's all pretty horrible |
Author: | Captain Kicktar [ Tue Aug 11, 2009 7:17 pm ] |
Post subject: | Re: Sprite Criticism |
Thank you. Do you know why it looks horrible to you? If you don't, I can't improve it. |
Author: | p3lb0x [ Tue Aug 11, 2009 7:18 pm ] |
Post subject: | Re: Sprite Criticism |
The guns are random blotches of black with no sense of detail or shading. The actors just look dumb but that may just be me |
Author: | robolee [ Tue Aug 11, 2009 7:20 pm ] |
Post subject: | Re: Sprite Criticism |
They're too flat with not enough shading or alternatively random noise from surface scattering. Your sprites have WAY to much contrast, almost black and bright yellow? eyes do not like. I know the CC palette is limited but I'm very certain there's a lower saturation yellow. also the gun sprites are way too dark. edit: revised what I said, before it kinda didn't make sense. edit 2: I guess the hardest part of spriting is knowing where to place separate colours to create an easily recognizable shape |
Author: | Roon3 [ Tue Aug 11, 2009 7:22 pm ] |
Post subject: | Re: Sprite Criticism |
The soldier's face is kinda terrible, look at what Arne did with Ronin soldiers. He uses various colors to create some basic facial features (IE a nose, ears, etc.). |
Author: | Captain Kicktar [ Tue Aug 11, 2009 7:42 pm ] |
Post subject: | Re: Sprite Criticism |
robolee wrote: Your sprites have WAY to much contrast, almost black and bright yellow? eyes do not like. I know the CC palette is limited but I'm very certain there's a lower saturation yellow. They are supposed to be black and yellow because it's kind of like a star in empty space. And Roon, I'll work on that, but just to let you know, I used the Blue Clone's head as a base. |
Author: | Contrary [ Tue Aug 11, 2009 8:06 pm ] |
Post subject: | Re: Sprite Criticism |
The Sniper rifle looks ok. Try making the two blacks contrast more. Actually, lighten both a bit and put a nice outline around the whole thing. Look at Darlos' stuff for inspiration. |
Author: | LowestFormOfWit [ Tue Aug 11, 2009 8:08 pm ] |
Post subject: | Re: Sprite Criticism |
The guns need the most work out of what you submitted. They are as previously stated, far too "black and white" in a sense that it's ramping from light to dark pretty much immediately. This is not how light works. Shading needs improvement on those with it and implementation on those without it. Because some people learn better by seeing examples, I gave a 2 minute touch-up to the cannon: And here's at 8x Magnification for easier viewing of the shading up close. It's not a great touch up, but I hope it gets the point across. |
Author: | Morbo!!! [ Tue Aug 11, 2009 8:20 pm ] |
Post subject: | Re: Sprite Criticism |
Yeah, the guns lack shading and shape. The soldier is alright but the offsets are off and the head is the only real change other than the camouflage. |
Author: | Captain Kicktar [ Tue Aug 11, 2009 10:01 pm ] |
Post subject: | Re: Sprite Criticism |
At work. I'm having trouble with the 'nose'. |
Author: | The Pope Man [ Wed Aug 12, 2009 7:35 am ] | ||
Post subject: | Re: Sprite Criticism | ||
Robolee and LFOW have good points, color, contrast, shading, and shape are the main problems. Sprites that use only 3 colors tend to look horrible, so try to add more colors to your sprites. Adding more colors helps with contrast, but you still shouldn't have bright colors mixing with dark colors. Shading is easy, just add some brighter tones at the upper part of the sprites, or wherever the 'sunshine' would hit it (try to think of your sprites as 2D 3D models as you would see them in other games). Shape and form is the most important, blockiness, hard edges, and straight lines don't look good. Start out with a basic shape, like a sideways 'L' and add onto it, and if you don't know where to start, look at other sprites to get a feel of how they should look. I resprited your pistol, and gave it more definition and a cleaner feel, to help you understand my points:
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Author: | Grif [ Wed Aug 12, 2009 8:00 am ] |
Post subject: | Re: Sprite Criticism |
Also, while game content sprites can be a good base, you shouldn't rely too heavily on how they are shaped; just use them as a general guideline. What they are great for is color selection and shading help, though Prom sort of cheats on the official art; it's not done pixel for pixel. |
Author: | 411570N3 [ Wed Aug 12, 2009 8:24 am ] |
Post subject: | Re: Sprite Criticism |
Bunker 1 appears to be vanilla copy with random cutting and rearranging, meaning it won't fit into a bunker. The white bits aren't too bad though. Weapon 1 appears to be vanilla with a random black outline unshaded block on the end. You don't need black outlines on everything, but you can use them to see what shape you want: just don't leave them in. Also: shading, use it. Weapon 2's shape is sort of odd, try to use less perfect rectangles and parallel lines, though it's alright. Effect on barrel is... not quite right. The yellow needs to slightly affect adjacent pixels, again losing the black outline will give you much more room for this. Try making the four pixels adjacent a bit more yellow and arranging it so it looks right. Weapon 3: shape's alright, though the handle is a bit weird. The yellow bits need shading and a glowiness effect again. Weapon 4: pretty good shape, leave out black outline again, glowiness and shading on yellow again. Weapon 5: needs less rectangle if possible, but otherwise the same as above. Actors: Additions need shading. Face modifcations already mentioned by above posters. |
Author: | Roon3 [ Wed Aug 12, 2009 8:53 am ] |
Post subject: | Re: Sprite Criticism |
Grif wrote: What they are great for is color selection and shading help, though Prom sort of cheats on the official art; it's not done pixel for pixel. That's the case for most of it, I'm pretty sure most of the actor sprites are done pixel by pixel. |
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