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Author | Message |
Rodahue
Seaman ![]() ![]() Joined: 06 April 2005 Online Status: Offline Posts: 15 |
![]() ![]() ![]() Posted: 16 June 2006 at 10:41pm |
Meh - isometric. For some, a headache. Others, home sweet home. I can generally shade fairly well, especially when the sprites are small, but I cannot get a single isometric character outline to look right... ever... at all...
There is too much detail packed into each sprite, and each detail each to be isometric, which kind of means you have no standard to follow, etc... So, how do you guys do it? ![]() No, I don't expect to walk away from this topic and suddenly be able to make that ^^^^, but some basic tips as to how to get some outlines down would be great. These sprites are pretty much the standard for isometric Tactical RPGs, and are just small enough where if you follow a few spriting rules, they can come out quite well. But there isn't really any rules for an iso-person outline, is there? |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Isometric is ALL about following the standards of it. This may be your
main problem. I would suggest that you make the body naked, then dress.
Often the details you mention are merely pixels that suggest rather
than illustrate the details. By making a nude and bald sprite with time
you'll have a library with all the possible positions that only needs
costuming. If it works naked it will kick ass dressed.
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Rodahue
Seaman ![]() ![]() Joined: 06 April 2005 Online Status: Offline Posts: 15 |
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Yeah, I can't even really do that - lineart is my weakest point. I tried creating a base from a FF: Tactics Advance sprite a while back, and then dress it - as you said - but even that comes out wrong. I'll see if I can pull out of the dusty corner in my HD.
[edit] ![]() ![]() Edited by Rodahue |
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