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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Sprite Help Thread
So how are these? My 2nd and 3rd sprites...
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Mon Jan 10, 2011 5:07 am |
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adasx10
Joined: Tue Aug 21, 2007 6:50 pm Posts: 93 Location: Lithuania.
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Re: Sprite Help Thread
Numgun come back wrote: So how are these? My 2nd and 3rd sprites... Here is my take on the "Sniper mock up"
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Mon Jan 10, 2011 10:51 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Sprite Help Thread
Wow! That looks really cool considering how bad my original sprite was.
But I guess that is what spriting is about-any sprite I make is a step into perfection.
Btw I think I made the sniper too small for cc right?
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Mon Jan 10, 2011 8:02 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Sprite Help Thread
No, that's about right.
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Tue Jan 11, 2011 2:11 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Sprite Help Thread
Just posting some recent random undertakings for any feedback. A slightly improved or alternate sword sprite (yay for buster swords): And a 40K Melta bomb inspired Behemoth Grenade: Working on a new non-ugly skull cage for beneath the Behemoth's helmet. Will post when done.
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Thu Jan 13, 2011 3:26 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Sprite Help Thread
@LFOW: Very nice, Maybe some edges need a bit touching but gorgeous to look at. Cool to see you again Now for my want of sprite feedback hungriness..
Attachments:
File comment: Mmmmm
HullA.bmp [8.05 KiB]
Not downloaded yet
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Thu Jan 13, 2011 11:13 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Sprite Help Thread
imho you've over-AA'd the blue outlines and soft-shaded it too much (as well as pillowed the grey section at the bottom). P means pillowed (the visor could use some work still and the area around the vents is unconvincingly lit but I'm too tired to do further work on it) B means banded. It still needs work but whatever.
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Thu Jan 13, 2011 12:18 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Sprite Help Thread
Lowest: Fantastic, think the grip on the sword should be bigger if it's gonna be held by the behemoth, though. The digger grip as a pin is really cute.
Coop: Looks too soft to me, as Geti said.
Other guys: yeah if you don't get replied to post it in a couple weeks and someone will probably get annoyed enough to help you.
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Sat Jan 15, 2011 2:39 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Sprite Help Thread
@LFOW: Might wanna beef up the handle as said before, aswell as possibly change the blade to gray, the shiny orange doesn't fit that well imo. Oh and don't do gradient hading like that, it doesn't really add anything and it's just confusing for the mind to watch. Also, maybe have both the cable there and the blue glowy it?
The general shape of the blade is quite okay though, nothing to comment on there.
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Sat Jan 15, 2011 2:53 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Sprite Help Thread
Lizard wrote: @LFOW: Might wanna beef up the handle as said before, aswell as possibly change the blade to gray, the shiny orange doesn't fit that well imo. Oh and don't do gradient hading like that, it doesn't really add anything and it's just confusing for the mind to watch. Also, maybe have both the cable there and the blue glowy it?
The general shape of the blade is quite okay though, nothing to comment on there. What I was going for was that the entire thing isn't actually the blade. More like, it's meant to look as such, but only the grey edge is the "blade". In actual function I planned for the blade to be an energy glowy yellow "edge" projected where the grey edge like a beam edge type weapon thing. The idea is that it would look as it does in that sprite and when the fire button is held it emits a laser edge along the blade edge that damages things, or something like that.
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Sat Jan 15, 2011 10:33 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Sprite Help Thread
Have an edit then (handle is bad yes I know)
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Sat Jan 15, 2011 2:05 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Sprite Help Thread
Over-exaggerated is a nicer way to put it.
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Sun Jan 16, 2011 3:47 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Sprite Help Thread
Hey here's some guns I've been working on. I noticed I had a shotgun, a revolver, and that electro gun thingy all looking relatively similar so I decided to make a gun pack or faction out of them. I added an assault rifle and a hunting rifle (do they call them battle rifles?) but I'm having a lot of trouble designing an SMG I'm happy with. I also want an LMG but I don't even know where to start with that. I'd appreciate some help on some new designs as well as critique on what I'm already happy with.
Blue box is the more finished stuff and outside is smg designs in various states of completion. I want to go for a very heavy, rough look and can't seem to nail it.
Attachments:
smg.bmp [19.9 KiB]
Not downloaded yet
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Sun Jan 16, 2011 4:44 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Sprite Help Thread
They don't look too solid because of lack of proper outlines. it reduces the structural integrity of an item the way our yes see it, aswell as compromises it to background color influence.
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Sun Jan 16, 2011 4:47 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Sprite Help Thread
meh maybe my background is too dark; I thought not outlining the top was working out pretty well. I have truly fallen from my "all outlines all the time" policy.
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Sun Jan 16, 2011 4:53 am |
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