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DragonDePlatino
Commander ![]() ![]() Joined: 22 July 2015 Online Status: Offline Posts: 59 |
![]() ![]() ![]() Posted: 31 January 2016 at 9:14pm |
Hello! I'm doing a resprite project for a game called Space Station 13. My goal is to make everything more realistically-proportioned and crisp while keeping the style simple. There are thousands of sprites that need to be redone so it's important that anyone can contribute art!
![]() I've made progress on the human base but I'm not quite satisfied with the proportions and posing. It's important I get it perfect because once I draw the hundreds of pieces of clothing, there's no turning back. C&C is appreciated! |
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buffy
Midshipman ![]() ![]() Joined: 03 August 2024 Online Status: Offline Posts: 21 |
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Disclaimer: I'm a noob.
I love Space Station 13 and always excited to see good pixel art for it. First thing that strikes me as odd is that in the first row they all kind seem hunched over, like they're in the midst of lifting a barbell. In the second row the two pixels that represent the other arm might be a bit confusing to some at first glance. As for the 4th row, they look amazing and I hope I'm wrong on this: Is there are a special sprite for knocked out people? I always thought it was just the standing sprite rotated 90° Good luck, I might contribute some in the future. |
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DragonDePlatino
Commander ![]() ![]() Joined: 22 July 2015 Online Status: Offline Posts: 59 |
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Thanks for the feedback. I didn't expect to find a fellow spaceman here!
![]() I brought down the shoulders of the NS poses and tweaked the posing of the WE poses. I toned down the detailing of the base sprites and took out some cluttered details here and there. Everything should look more natural and the side-facing hands should be more visible. In-engine SS13 has separate sprites for fallen characters but it's just a rotated copy of the standing sprite. it always looked incredibly goofy to me so I think the extra bit of effort for a dedicated fallen sprite is worth it. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Not an SS13 fan at all but they all look good.
My two cents is that to correct the 'huntched over' look in all views and if the project allows for shading... Shade the bottom half of all but the ones on the ground. At the butt on the back vies. Maybe the knees on front view. Mix of crotch/knee to feet on side views. |
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DragonDePlatino
Commander ![]() ![]() Joined: 22 July 2015 Online Status: Offline Posts: 59 |
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You mean something like this?
![]() I'd like to stray away from shading so anyone can replicate the style, but if it's a signifigant improvement I can go with this. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Exactly! But strong enough that it really pops so the player reads the 'angle' without thinking.
Seems a little weak in your update and I see it clearly because I know what I'm looking at and for. Casual viewer may need stronger :/ E: if it complicates things forget it. That is how you fix the huntched over look is all :) |
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DragonDePlatino
Commander ![]() ![]() Joined: 22 July 2015 Online Status: Offline Posts: 59 |
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I decided to take a break from the sprites to make some tiles. Hopefully, seeing these sprites in-context will help me make the changes I need. I already noticed some weird anatomy with the side-facing sprites and fixed that.
![]() Keeping with the simple style, tiles will be sharp and minimalistic so anyone can help produce the hundreds needed. The grid is 32x32 but the tiles are 32x64 which creates a neat 3D effect. Unfortunately, this means wall-mounted objects can be hidden behind walls. Possible solutions are to add an indicator on the top of walls, make these objects flash, add toggleable wall heights or a transparency slider for walls. The latter can be seen on the right. |
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buffy
Midshipman ![]() ![]() Joined: 03 August 2024 Online Status: Offline Posts: 21 |
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I'll admit I was skeptical of the prone sprite, didn't think it'd look good in action. But it sure as hell does.
Props. Is the transparency slider something that needs to be coded in? |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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Since the prone sprite is foreshortened more than the standing sprites, it looks weird to have horizontal elements (e.g. the floor tiles) in the scene not be foreshortened. The prone character looks like they're lying on their head with their legs floating above it, pointing more towards the viewer.
I think it would look better if your environment tiles were in faux perspective, that is, wider than they are tall when representing squares. This means the locker top would change its dimensions depending on whether it's seen from the front or the side. |
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DragonDePlatino
Commander ![]() ![]() Joined: 22 July 2015 Online Status: Offline Posts: 59 |
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Here's some more progress. I tweaked the perspective, added a little more furniture and refined some tiles.
![]() @buffy Ideally, yes. The player would have configurable options to change the height/transparency of the walls so they can see hidden objects. I don't think BYOND is capable of this so hopefully these graphics could be used in a standalone remake. @eishiya I originally had faux perspective but it introduced some issues. Namely, I had trouble fitting foreshortened tiles into the 32x32 floor texture and the simplest pattern (2x3 per tile) had uneven tile heights (11, 11, 10). In retrospect, it doesn't look too bad so let's go with this for now. |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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I think that fits much better! I can see how it would make your life harder though xP You could use the varying tile sizes for a more "imperfect" look by making it so that the 10px tile occurs in different places rather than always in pairs at the bottom of the big tile.
I think having the dark outlines around each big tile looks bad, and undoes some of the perspective by visually prioritizing the large squares. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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It all looks terrific.
The only weak read is the sprite on its back which will likely never read right because the perspective calls for true top view but maybe enlarging the feet area and angling the face back to its really just the neck up there might be enough camo? ![]() |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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I think the original sprite with the mouth visible reads better. With just the neck visible, it suggests a more extreme perspective than what the tiles suggest. However, I support Jal's suggestion of making the body overall a bit longer.
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DragonDePlatino
Commander ![]() ![]() Joined: 22 July 2015 Online Status: Offline Posts: 59 |
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Thanks for the feedback, guys. I'm hesitant to start on the dozens of costumes since I want to perfect the base first, so I appreciate the help. Here's v4 of my base with a tweaked fallen pose:
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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The new fallen bodies look good, except for the chin line being lower. I think it worked better being just a straight line connecting the shoulders; now it looks like the person's trying to raise their head to look at their feet.
The nipples seem rather random xP So zoomed out, we shouldn't be able to make them out. However, their presence has alerted me to a minor problem in the female lying-down sprite: her breasts are ignoring gravity. Gravity should pull them apart, there should be no cleavage. If anything, the cleavage in the armpits might be deeper because that's basically where the breast-mass would be concentrated. Really though, with sprites this small, I don't think there's going to be any real difference between the male and female sprites. The breasts in the standing sprites also look weird, very "heavy-handed" somehow. Probably because again there's cleavage where there shouldn't be any, and misplaced nipples. Even large breasts don't tend to form cleavage without something pushing them together. On people with average-ish breasts and smaller, even most bras don't make cleavage! It takes either very large breasts or a lot of effort (bras with carefully positioned padding, for example) to make cleavage. The beasts naturally tend to stay apart, since that's the path of least resistance. |
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DragonDePlatino
Commander ![]() ![]() Joined: 22 July 2015 Online Status: Offline Posts: 59 |
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Progress update! I've added a lot more tiles and expanded my mockup a bit to accommodate them. Among the new additions are windows, vending machines and long tables. Everything is coming together nicely and this is starting to look more like a game.
![]() @eishiya I tweaked the neck on the fallen pose and I'll see what I can do about the base sprite's anatomy. You made some very good points but ultimately I'm more concerned about the character's outline rather than the inner details. The outline will influence the design of all the outfits but the inner details are only briefly seen when changing clothes. |
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petramortem
Midshipman ![]() ![]() Joined: 05 January 2017 Online Status: Offline Posts: 16 |
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Oh man, I've been craving an SS13 resprite for a long time. I planned to try and do one in 64x64 myself when I get better.
This looks great, though! Looks a lot nicer than the current. I really, really hope that one day these can be used. |
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DragonDePlatino
Commander ![]() ![]() Joined: 22 July 2015 Online Status: Offline Posts: 59 |
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I'm glad to hear you like it! Unfortunately, I'm past the very early stages of developing this tileset so I won't be looking for C&C here anymore. The style and bases are pretty much set in stone so I'll be working on this privately until I announce its completion on /r/ss13. Until then, here's the current state of how everything looks:
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petramortem
Midshipman ![]() ![]() Joined: 05 January 2017 Online Status: Offline Posts: 16 |
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I love it. BEST of luck, man. I think you'll need it for this project.
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