I'm going to practice custom spritework.
#16
Posted 17 March 2007 - 06:56 PM
#18
Posted 17 March 2007 - 07:11 PM
#19
Posted 17 March 2007 - 07:13 PM
Why do you try? Make somthing useful like a Helmroc King sprite.
1: I am not ready to do anything bigger than 16x16 yet (if you couldn't tell by the 32x32 GCN above)
2: I'm just drawing these to try to get better. Maybe someday I'll be able to draw a Helmaroc King Sprite for you.
Because every great spritist in the world started somewhere.
For a beginner, I think you're doing quite well so far.
1: Thanks Exate.
2: I'm not really a beginner. I've been working at trying to get better at pixel art for a couple of years now.
EDIT: Anyhow, I tried to draw a key. It looks like it's really flat because it's suppossed to be made out of cardboard, for some reason.
Edited by Revfan9, 17 March 2007 - 07:20 PM.
#20
Posted 17 March 2007 - 07:15 PM
Taking from what Sharon said... I attempted it as well, and you can see what happened. Maybe because I have a black outline? Heh. I like the way the left one looks, but it doesn't seem to have any perspective. The one on the right has perspective (barely), but it doesn't look as nice. Heh.
First off, let's stop working in the darkness. Let's put in a nice little background color to separate our item from the background. It's not going to appear when you lay the object down on top of a layer. Secondly, use colors that are not exactly "green" or exactly "blue". Mix the effects together to a point where the object flows within the the object, and afterwards it flows with the setting you're going to put it in. Third, let's establish what's what from what differently; instead of using a mix of shades on each side, use the white on top, a medium gray to where the Wii ends horizontally, and the dark gray for the Wii stand(without the black). The darkest gray and black can be used for borders; I recommend not going "borderless" until you know enough to create a palette in which items can stand out on their own without black lines(which I am working with on one project right now).
Finally, this should help: http://www.natomic.c...mpat/index.html
#21
Posted 17 March 2007 - 07:35 PM
#22
Posted 17 March 2007 - 07:45 PM
Also, you don't need black or very dark lines to separate everything such as angle changes on an object; just certain situations such as very severe color changes and layered objects(one object on top of another, but counted as one object).
EDIT: fixed a few things.
Edited by Linkus, 17 March 2007 - 07:45 PM.
#23
Posted 17 March 2007 - 07:57 PM
#24
Posted 17 March 2007 - 09:02 PM
#25
Posted 17 March 2007 - 09:15 PM
Note: The suck is intentional. The PS3 does not deserve to look good. Olo.
Seriously: I played around with that "Paper key" a bit, and now it looks like this:
#26
Posted 18 March 2007 - 03:15 AM
PS3? Okay...
Note: The suck is intentional. The PS3 does not deserve to look good. Olo.
Seriously: I played around with that "Paper key" a bit, and now it looks like this:
Lmaowned.
Hrm, I can't see what you were trying to do to the key here... unless giving it more edges like modern keys today.
#27
Posted 18 March 2007 - 05:25 AM
To learn good spritemaking, you should occasionally just put a pixel somewhere out of place to see how it looks. If it works, try to continue the "thought" in that direction. Objects generally aren't so perfectly shaped that they use exact gradients. Try to add imperfections into your textures and see what happens. Also, study the textures in other good sprites that match your style, and glean what you can about what makes various textures look the way they do.
#28
Posted 18 March 2007 - 08:18 PM
#29
Posted 18 March 2007 - 08:31 PM
#30
Posted 18 March 2007 - 08:46 PM
Okay, but I think I screwed up somewhere. It looked just fine before, but now it looks more like a pink tampon than a Wiimote. I think I messed up on the proportions somewhere. Any help on this one?
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