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Re: Diego's Sprites

Posted: Sat Oct 16, 2010 6:03 pm
by FenrirDarkWolf
They don't, I don't see how, those two colors were the same colors from his face.

Re: Diego's Sprites

Posted: Sat Oct 16, 2010 6:10 pm
by Dypo deLina
The side on the back side of the hand should be the same color as the lightest shade on his face, if that helps.

Re: Diego's Sprites

Posted: Sat Oct 16, 2010 6:26 pm
by FenrirDarkWolf
Fixed:
ImageImage

Re: Diego's Sprites

Posted: Sat Oct 16, 2010 8:03 pm
by Dypo deLina
That looks a lot better already. :)

Re: Diego's Sprites

Posted: Sat Oct 16, 2010 9:29 pm
by Hikari Yamija
Oh~, with that pose Phoenix looks more... "professional". Anyway, you did pretty well... but I think maybe you should to improve his talking because he seems to be spelling. If you use some "closing eyes/talking" sprites with the correct time interval (I prefer if this isn't constant) you'll get a better result. I''l explain it (I used your sprites, but I can use one of mine if you don't agree with it):


We will use the interval 0,18s to change his mouth (you can use other time interval too if you want it), then after some frames he will closes his eyes... In this moment we must to synchronize the eyes moves with mouth moves (In this case, just use the half time interval to his middle and close mouth [0,09+0,09=0,18s]) and repeat this how many times you want (changing his mouth when he start his eyes are closing, if you decide repeat the proccess)
Graph would be:
Spoiler : Explanation :
Original sprites by Diego
(Image-0,18s>Image-0,18s>Image-0,18s>Image)x2times (or more) -0,18s>Image-0,18s>Image-0,18s>Image-0,9s>Image-0,9s>Image-0,9s>Image-0,9s> Repeat with variations...

The result:
Image
I hope I have been helpful...

Re: Diego's Sprites

Posted: Sun Oct 17, 2010 1:16 am
by FenrirDarkWolf
Hikari Yamija wrote:Oh~, with that pose Phoenix looks more... "professional". Anyway, you did pretty well... but I think maybe you should to improve his talking because he seems to be spelling. If you use some "closing eyes/talking" sprites with the correct time interval (I prefer if this isn't constant) you'll get a better result. I''l explain it (I used your sprites, but I can use one of mine if you don't agree with it):


We will use the interval 0,18s to change his mouth (you can use other time interval too if you want it), then after some frames he will closes his eyes... In this moment we must to synchronize the eyes moves with mouth moves (In this case, just use the half time interval to his middle and close mouth [0,09+0,09=0,18s]) and repeat this how many times you want (changing his mouth when he start his eyes are closing, if you decide repeat the proccess)
Graph would be:
Spoiler : Explanation :
Original sprites by Diego
(Image-0,18s>Image-0,18s>Image-0,18s>Image)x2times (or more) -0,18s>Image-0,18s>Image-0,18s>Image-0,9s>Image-0,9s>Image-0,9s>Image-0,9s> Repeat with variations...

The result:
Image
I hope I have been helpful...
Wow, that's much better than my animation, can I use it, because I'm actually using this sprite in my fancase.

Re: Diego's Sprites

Posted: Sun Oct 17, 2010 1:42 am
by Hikari Yamija
I haven't problem with that... Whenever you try then with others sprites.

Re: Diego's Sprites

Posted: Sun Oct 17, 2010 7:19 am
by FenrirDarkWolf
UPDATE:New OC/Made from scratch, thus why it sucks.
Image

Re: Diego's Sprites

Posted: Sun Oct 17, 2010 7:32 am
by LunchPolice
That's a good first try. :)
This is my advice for now.

1. Up the contrast. A lot.
2. Make the lines cleaner and less jageddy if you know what I mean.
3. I don't know how to explain this, but in AA sprites, you'll find that often the main shading will often
only have about two shades, and an inbetween shade that only like a pixel wide and goes along the
edge of the darker shade to make it blend. Uh, do this thing.
4. Make the chin less pointy.

Re: Diego's Sprites

Posted: Sun Oct 17, 2010 7:53 am
by FenrirDarkWolf
LunchPolice wrote:That's a good first try. :)
This is my advice for now.

1. Up the contrast. A lot.
2. Make the lines cleaner and less jageddy if you know what I mean.
3. I don't know how to explain this, but in AA sprites, you'll find that often the main shading will often
only have about two shades, and an inbetween shade that only like a pixel wide and goes along the
edge of the darker shade to make it blend. Uh, do this thing.
4. Make the chin less pointy.
Uhh, I think I tried fix it.
Image
EDIT:Mugshot.
Image
EDIT 2:Animations, yep I'm sticking with this.
ImageImage

Re: Diego's Sprites

Posted: Sun Oct 17, 2010 11:34 am
by Singidava
Yay! An OC from scratch! Do more~
Just remember that usually AA sprites are cut only a little lower than waist so legs shouldn't be visible.

Re: Diego's Sprites

Posted: Sun Oct 17, 2010 6:40 pm
by FenrirDarkWolf
Singidava wrote:Yay! An OC from scratch! Do more~
Just remember that usually AA sprites are cut only a little lower than waist so legs shouldn't be visible.
Well, in my world, she's quite tall, the dress in a little short, and thanks!

EDIT:UPDATE!:Mad:
ImageImage

Re: Diego's Sprites

Posted: Mon Oct 18, 2010 2:48 am
by Hikari Yamija
Great job, I can see your "talking animation" has improved, it's more "natural" than before... but try to use the "close-mouth" in her talking too... and maybe she gets more aesthetic:
Image->Image->Image->Image-> and again... (It's the same protocol than AA original sprites)

Well... you have my support (although... I don't usually come here, the English section... but anyway, implies the same)

Re: Diego's Sprites

Posted: Mon Oct 18, 2010 2:58 am
by Trybien
You should come here more often, you seem like an awesome person!

Re: Diego's Sprites

Posted: Mon Oct 18, 2010 3:04 am
by Hikari Yamija
Trybien wrote:You should come here more often, you seem like an awesome person!
I don't really like my english... so I prefer not to do it...