Dave's art center(Requests OFF)
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- Twilight Wright
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Re: Dave's art center(Requests ON)
I didn't think so, but it was a good try.
Do you know anyone who would actually do something like this? (I'm reeeeallly desperate.)
Do you know anyone who would actually do something like this? (I'm reeeeallly desperate.)
- lazyplague
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Re: Dave's art center(Requests ON)
Nope, I don't. You could try on requests threads, or on CR, but I got no clue yo.
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Re: Dave's art center(Requests ON)
For a request like that, it'd be simpler to take up spriting yourself.
- lazyplague
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Re: Dave's art center(Requests OFF)
Despite having requests to do, I got the itch to do something BIG, so here ya go.
This is one of my RP characters, Flynn Reynolds, a lazy, yet effective bounty hunter.
There's undoubtedly something wrong with the sprite, but tbh, this is probably my best scratch sprite. xP
This is one of my RP characters, Flynn Reynolds, a lazy, yet effective bounty hunter.
There's undoubtedly something wrong with the sprite, but tbh, this is probably my best scratch sprite. xP
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Re: Dave's art center(Requests OFF)
His wrist appears quite thin, and looks like it's only getting thinner. The elbow could have some work, since the hand now looks too short compared to the other one.
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Re: Dave's art center(Requests OFF)
Yeah, requests can get... boring? Not as interesting.Dave wrote:Despite having requests to do, I got the itch to do something BIG, so here ya go.
Looks good.
Spoiler : Critique if you want it (I hope you do, this is the third time I'm typing it because I keep losing it) :
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Re: Dave's art center(Requests OFF)
I would love a color guide. We need more guides on shading, my one weakness! I'm sure I wouldn't be the only one to benefit!mercurialSK wrote:Spoiler : Critique if you want it (I hope you do, this is the third time I'm typing it because I keep losing it) :
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Re: Dave's art center(Requests OFF)
mercurialSK wrote:Yeah, requests can get... boring? Not as interesting.Dave wrote:Despite having requests to do, I got the itch to do something BIG, so here ya go.
Looks good.Spoiler : Critique if you want it (I hope you do, this is the third time I'm typing it because I keep losing it) :
I think I get what you're saying, it's really helpful, since I struggle with shading (No artistic abilities whatsoever).
I'll try to apply the changes you suggested, and see where that gets me.
Also, thanks for pointing out the pure black, I missed that. xP
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Re: Dave's art center(Requests OFF)
I'd say the thickness of the auxiliar colour (the inbetween one used to antialias) really depends on two totally different things than the type of texture:mercurialSK wrote:Note that diffusion is good for soft shadows like pillows (pillow shading, heh) or soft drapes of fabric. Or if his tie is the glossy kind. But it's much more interesting if it's kept to one edge instead of all of them. Have another graphic because I don't know how to explain.
On the left the light source is diffused and really soft, but on the right it's much clearer because of how the top edge is sharp and the way it blurs out on both sides makes it more interesting. The fabric now has some texture. Because there's no blending at the opening of the sleeve, the lack of smoothing makes the fabric seem thicker even without needing to touch the lineart.
· The size of the coloured areas you are trying to link with antialias (Size ratio)
· The difference in angle of the two differently shaded surfaces (Depth)
Notice since both areas in the pocket are mainly parallel to the plane of the shot, the antialias needs to be minimal. However since the sleeve is more rounded, the lighter zone is more parallel to the shot whereas the darker zone is going to the back. It gives a sense of depth, which would be lost for example with the 2-colour shading (Ew that horrible one xD)
But other than that, I completely agree with everything you said.
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Re: Dave's art center(Requests OFF)
With both of you guys's help, I made this updated version. (and Dataman, but I already knew about that problem.)
Credit to Dan for the tie, pocket, and collar anti-aliasing. Thanks Dan, it helped a lot.
Comparison Gif:
Last edited by lazyplague on Thu Jan 30, 2014 6:34 am, edited 1 time in total.
- mercurialSK
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Re: Dave's art center(Requests OFF)
Yeah, I noticed there wasn't a guide on shading. I've also linked people to several guides, but I'm not very happy with them either because their format and stuff isn't targeted toward spriting. I just sort of suck at explanations.joeyhugg wrote:I would love a color guide. We need more guides on shading, my one weakness! I'm sure I wouldn't be the only one to benefit!
Shading's hard. I'm also still learning. The best thing to do is to study references so there's less that needs to come from imagination.Dave wrote:I think I get what you're saying, it's really helpful, since I struggle with shading (No artistic abilities whatsoever).
The updated version looks great. The shading has gotten better.
^ That. Sorry, what I was trying to say when I used the word texture was more about depth, I guess texture's more to do with shape or pattern. Thanks for the correction... like I said, I'm not very good with words. I used to think it was to do with size but I think rendering by softness is a better guideline to follow. Most accurately is probably "how does this light hit the surface".Danielinhoni wrote:I'd say the thickness of the auxiliar colour (the inbetween one used to antialias) really depends on two totally different things than the type of texture:
· The size of the coloured areas you are trying to link with antialias (Size ratio)
· The difference in angle of the two differently shaded surfaces (Depth)
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Re: Dave's art center(Requests OFF)
As I said on chat, it's a great improvement Dave
I'll have to correct myself though, it's not exactly the difference in angle between the two areas of shading.
It's the difference in angle between the sprite's plane and exactly the collision between the two areas. Since on the updated sprite, looking at the sleeve, the collision between the two areas is done in a place that is now parallel to the plane, the antialias no longer needs to be thick. In fact it looks better now.
I'll have to correct myself though, it's not exactly the difference in angle between the two areas of shading.
It's the difference in angle between the sprite's plane and exactly the collision between the two areas. Since on the updated sprite, looking at the sleeve, the collision between the two areas is done in a place that is now parallel to the plane, the antialias no longer needs to be thick. In fact it looks better now.
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Re: Dave's art center(Requests OFF)
I'm confused. Are you talking about this area here?Danielinhoni wrote:I'll have to correct myself though, it's not exactly the difference in angle between the two areas of shading.
It's the difference in angle between the sprite's plane and exactly the collision between the two areas. Since on the updated sprite, looking at the sleeve, the collision between the two areas is done in a place that is now parallel to the plane, the antialias no longer needs to be thick. In fact it looks better now.
Backlog: v6 Perceive generator, Apollo, everything else (My thread)
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Re: Dave's art center(Requests OFF)
That's what I meant with the collision of two areas, yeah; what I meant is, in the new version of the sprite, Dave changed the bright area, but did not use a very big antialias colour. I was just tweaking my earlier explanation to see why it still looked good even though it contradicted what I had said.
- mercurialSK
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Re: Dave's art center(Requests OFF)
I would say that it comes down to the difference between soft shading and cel shading, actually. With minimal anti-aliasing it would be cel shading translated down to the pixel level, but with more of the colour it would smooth it out and be soft shading. It's just a difference of colouring styles.
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