Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
Re: Sprite Help Thread
I gave an attempt asklar:
I was having a difficult time finding colours to use from CC's limited palette so it's a little rough (not to mention im not a stellar spriter) but I think the shape is right.
Edit: It's a little longer than the image though :<
Just exaggerate the pieces of it that you like. You also kind of have to make sacrifices for amount of space, like that gap in between the picatinny and the barrels is nice, but instead of that I'd rather show off the fact that it has a picatinny altogether (also because it's horizontal, it gives a better feel when you're aiming it in CC - it makes your eyes automatically fill in that it's being pointed in a certain direction).
Also I personally try to make my sprites have a uniform lighting source (from near-left to far-right, with high diffuse). CC uses some epic cartoony stylization for their sprites though, that can be achieved with a darker border on all the key pieces of an object. This would be hard to achieve on this particular source image because of how flat the object is and how that effects the way it should appear 'lit', but for an example, I could border the picatinny and front of the gun with a darker shade.
For rifles and pistols though I find that these things are so subtle, you can really just do whatever you want... as long as a line of aim is established with your eyes. Like, in this image it's VERY clear which way the object is 'pointing', everything else is just whether or not you like the shades of color between the lines or not. Also, experiment with 5 ideas and try not to spend too much invested time into each of them. For example, I stuck a red-dot sight and a short-range sight on this before I decided that I like the picatinny more than both, so I exaggerated it even more.
The last thing I can suggest is for lighting - find a program where you can make a selection-based layer that you can change opacity with - you can fake light a lot faster by filling a bordered selection on a new layer with white/black and then turn the opacity down to highlight or shadow while keeping the Hue you like. Also, with the same selection you can select the pixels of your main object and increase saturation. Although this is more complex, it gives more control over the range of indexed colour you can get once you decide to switch to CC palette - which is important when deciding whether or not the palette version of your object is going to be put into the game.
With all that said I don't exactly aim to have my mods fit with CC's stylization. I kind of do, but the vanilla mods use thicker borders which I have a hard time bringing myself to accepting (into palette) after I put so much detail into the lighter borders.
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Sprite Help Thread
Thanks!
That's actually quite a helpful wall of text, and I'll try to make it work!
If I fail, I'll just copy your sprite <.<
EDIT:
Okay, for the record, I could only manage to make the sprite look worse. I guess I won't be wanting to sprite for a long while Q.Q
So thanks corpsey for the sprite.
Sun May 04, 2014 8:44 am
Corpsey
Joined: Sun Jul 22, 2012 3:06 pm Posts: 129
Re: Sprite Help Thread
Just so you see how little effort was actually put into this though...
Step 0) (Not seen) Clean up source image very sloppily
Step 1) Reduce image. These options are available in other programs like GIMP I'm pretty sure, just follow their methodology. For the most part when spriting it's best to use nearest neighbour, although there are times where you can get a better silhouette with Bicubic Sharper (although it brings up another set of problems like transparency issues that I personally use actions to correct in 1 button).
Step 2) Comparing it to the size that you originally intended. I noticed that you wanted the gun a little more compact, so I reduced it further FROM the previous reduction that already gave me the proper colour hues that looked good. Because nearest neighbour is on, it preserves the HUES, which is excellent. From this stage, I actually also attempt to add more detail before the new reduction, so in this instance I tried to add the gap in between the barrels and picatinny - but it never quite looked right, so I scrapped it.*
Step 3) Fixing up the silhouette. I also noticed on the reduction that a dark pixel was lost in a place that looked really good, so I added some darkness to that area on the new reduction.
Step 4) I compared their lighting to the lighting that I personally like to use, and darkened any areas that would be shadowed by said light.
Step 5) Adding little 'glints' from anything that would glint from said light. In this case, the back metal piece of the gun. Don't go overboard with this.
Step 6) Figuring out what else should be accentuated. *Obviously the hole in the gun would be great to add that gap, but again, it didn't looked right so I left it out of the design entirely. To make up for that, you should try to add something in this area for eye-candy's sake.
Step 7) So I added a holo sight. It looks kind of okay but maybe a little bulky?
Step 7a) I added a scope. Even more bulky.. yikes! but not too bad - this could still be indexed and look fine in-game.
Step 7b) The picatinny itself. Yeah, not bad! gives a balance to the image. Mind you, this is entirely opinionated. You could've done anything here really.. as long as you made it exaggerated enough to be clear what it is.
Step 8 ) Deciding what else the silhouette was missing and just adding in tiny amounts of pixels. Literally 4 pixels were added here and look how much difference it makes
And then to show you how much was actually done after all that, I added the shading layers without the scaled image. I think it's only something like 33 pixels. Mind you, I kind of lucked out that the hue indexed so well... sometimes you have to play around with saturations in the end to make sure that something doesn't look really out of place, but it's usually only 2~5 pixels anyways unless your entire hue for the device is on the edge of one palette color and another. If that's the case, sometimes it's best to hue-shift the image in the hue saturation of your choice a bit, index it, and then work on it from there. Seems like a lot of work, but I've been doing this for 10 years and have had projects with over 250 layers, so 8 steps is like nothing @_@ so don't be discouraged. It does help a lot to have epic programs though >.>
Sun May 04, 2014 11:46 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Sprite Help Thread
Hey, now that's an interesting method.
I'll reinstall gimp and play around with that to see if I get less frustrated now
Thanks for the explanation!
Sun May 04, 2014 11:54 pm
haloman
Joined: Mon Jun 24, 2013 5:08 am Posts: 430 Location: Reconstructing W.A.S Forces,
Re: Sprite Help Thread
Asklar somebody can be stealing your idea right now
Mon May 05, 2014 4:44 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Sprite Help Thread
And if anyone did it would blatantly obvious and everybody would hate them for it, so it would be pointless.
Mon May 05, 2014 4:48 am
haloman
Joined: Mon Jun 24, 2013 5:08 am Posts: 430 Location: Reconstructing W.A.S Forces,
Re: Sprite Help Thread
Yea major is right
Mon May 05, 2014 4:51 am
Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
Re: Sprite Help Thread
I've started to refine it but still looks a little to large but that might be a good thing, at this point some criticism would be nice before i begin to detail it.
Tue May 13, 2014 10:49 pm
Apollon
Joined: Sun May 16, 2010 3:04 am Posts: 52
Re: Sprite Help Thread
My only concern is that the gun will take up almost the whole screen from the ground to the top limits of the sky. Not sure what kind of functionality you're going for with these (dropship killer? Artillery? Shoot Something in Orbit?) but MOST of the maps don't have very tall "skies". Just want you to keep that in mind.
I'm pretty sure that if it's too large you can always shrink it down though with the right program. (looks better than blowing something up [inflating size])
Thu May 15, 2014 5:29 am
Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
Re: Sprite Help Thread
Apollon wrote:
My only concern is that the gun will take up almost the whole screen from the ground to the top limits of the sky. Not sure what kind of functionality you're going for with these (dropship killer? Artillery? Shoot Something in Orbit?) but MOST of the maps don't have very tall "skies". Just want you to keep that in mind.
I'm pretty sure that if it's too large you can always shrink it down though with the right program. (looks better than blowing something up [inflating size])
its suppose to be a dropship killer and i was kinda hoping to use a map with a large sky or even find that huge sky map that is hanging around the forums i remember seeing pictures that went from ground to space.
Thu May 15, 2014 5:37 am
Apollon
Joined: Sun May 16, 2010 3:04 am Posts: 52
Re: Sprite Help Thread
If you find a map like that (or maps) let me know. I've been looking for big-sky maps too.
Thu May 15, 2014 5:58 am
Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
Re: Sprite Help Thread
Apollon wrote:
If you find a map like that (or maps) let me know. I've been looking for big-sky maps too.
I'll ask for the moderator that posted it, i'm fairly sure he's still active.
Thu May 15, 2014 6:06 am
WobbaWoo
Joined: Thu Jul 17, 2014 5:44 am Posts: 15
Re: Sprite Help Thread
I felt like trying to make an actor based on the "Mushroom" creature that appears in some of the concept art. I made some slight adjustments to the design because it looked weirdly phallic. This is a pretty sloppy first attempt. I feel like the leotard thing could use some shading, and I don't know what to do about the feet. I think the legs may be too big, but it's hard to really make them smaller without deforming them.
Obviously, the pose will need some adjustment so it doesn't look like it's facing the screen.
It's been a long, long time since I've done this but here's my go.
What gives this little guy character is his disproportionately large head. Really push yourself to make it cartoonishly large and as long as you do that I think the essence of the alien will come through.
Some other things I'd focus on are the roundness of his body/hips, the wideness of the eyes, and the low placement of the arms. There's probably not enough room to represent them like in the picture, so maybe just have them splayed outwards?
Edit: On second thought, the highlights on the head are probably unnecessary.
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