Lyskar
12210          -The Chaos within trumps the Chaos without-
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05-16-11 06:16:15 PM
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| | Metal_Man88's Post | It's not much, but here's the progression (and final result) of a sprite of Metal Man, the eponymous cyborg character that I made and the banned Shaddowk drew a rough sketch of eons ago.
I'm posting this here mostly to see what comments it gets, since I've been fine-touch tweaking it a bit here and there, and having stared at it for 291 bazillion hours too long, would need outside input to either learn new techniques to further improve it or notice things that my eyes have just been missing.
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Ctenophorae


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Originally posted by Metal_Man88 Shaddowk
I see he graced Jul with his presence as well...
Anyway, it's looking pretty good. I did a bit of amateur spriting about 10 years ago (has it really been that long...?) and the only things I would personally change would be the knees (they look a bit off) and I would add an extra layer of shading and maybe some noise, though those are just personal preferences. Also I would probably get rid of the black outline and make it a dark gray like it is around the torso, though that's just personal preference as well.
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Nksor
 Beezo
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From: olympia, wa
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Wow, these are really, really cool. That's quite a talent you have there. Have you ever designed sprites for Rom hacks and the like?
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Lyskar
12210          -The Chaos within trumps the Chaos without-
Level: 192
   

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05-17-11 10:33:39 PM
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| | Metal_Man88's Post | The shiny look. Shaddowk did not know much about what I wanted--and the character evolved a bit since he/she sketched it.
Also posting Darkdata's comments so I have them here with the others, so I can keep them in mind when I get to spriting.
Originally posted by Darkdata
[14:48:12] [Darkdata] The legs don't look like they are bent in the latest one, it just looks like it's straight up tubes in front of the body
[14:48:22] [Darkdata] o|
[14:48:26] [Darkdata] vs
[14:48:28] [Darkdata] o
[14:48:31] [Darkdata] \
[14:49:00] [Darkdata] Add a bit of bend in them as well
[14:49:36] [Darkdata] Join the armpads more inside the body, they look like they are floating there.
[14:50:14] [Darkdata] Also, headshape needs work. It needs a little ovalness
[14:50:29] [Darkdata] But that's all I can think of metal.
As for your question, Bluewhirl, I haven't. I just sort of figured this out on my own. I had become annoyed at the lack of reference material for my character, and wanted to make something which I could then have drawn in the classic commission-style character portrait later on.
So I studied some other professionally made video game sprites and then went to work fixing up a ghastly old first attempt from ages ago.
I'll probably focus on making the legs bend right and perhaps adding in another shade, and the other comments as well. They all would probably help take this from 'okay' to 'great' if I can pull it off properly.
Then after I've got this where I like it, I can try making animation frames. Hoo boy. That'll be tough.
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Lyskar
12210          -The Chaos within trumps the Chaos without-
Level: 192
   

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05-18-11 12:22:47 PM
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| | Metal_Man88's Post | I updated it, use ctrl-f5 to see the new version.
It feels about as far as I can get it--I prefer the black outlines in places, although I'm not quite sure how I'd implement 'noise', if I could hear how that is done I might experiment with it before deciding whether or not to use it.
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ParaLax
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Well, It looks great. I've seen some spriting done before, and yours looks fantastic I think you've done a really nice job with it. |
Ctenophorae


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To add noise, just take about 3 or 4 samples of a certain colour and tweak each one to be a bit darker or lighter, the sprinkle the colours around somewhat randomly to give the sprite a bit more texture.
I honestly don't see it much in sprites, more so on texture maps. It's just something I would probably do. 
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Lyskar
12210          -The Chaos within trumps the Chaos without-
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05-21-11 03:23:50 PM
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| | Metal_Man88's Post | Played around with noise and also further flexing the legs. Noise wound up making his armor look pitted and worn, which wasn't my plan--but it also made the visor look more 'real', so I used it in the visor.
Also tweaked the pallete to be a bit more gradient-y, and adjusted the shape of the boots.
At this point I'm pretty much done, at least until I figure out how to properly use 'light' to improve the shading technique slightly.
More likely to work on animations though, feel it's pretty much done outside of that one quibble.
(Ctrl-f5 will show the latest version, as always.)
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