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Author | Message |
Valdorath
Seaman ![]() Joined: 31 January 2006 Location: United States Online Status: Offline Posts: 6 |
![]() ![]() ![]() Posted: 31 January 2006 at 8:31pm |
Hey Im new here and ive been working on a fighting game style sprite,
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Di0xygen
Commander ![]() ![]() Joined: 03 July 2005 Online Status: Offline Posts: 401 |
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its not a bad start, altho is very very similar to the spriteart
tutorial, its quite obvious you followed it. But it seems you did some
effort to change the shading a bit. but the face shape is pretty much
the same.
As for hairs, i agree with you its very very hard, try to make some soft shadows to define the shape and direction of hair, you have a very nice outline so simply follow the logical course of action and define a lightsource and apply some highlights and soft shadows. ![]() Alright so i did a little step by step to show you what i meant #1: I jus selected my basic color to work on and applyed it. Simple enough #2: applyed some very simple shadows to define my basic hair shape. #3: I antialiased it and gave the hair some more details to define the hair shape and to give it a more realitic look. But keep in mind that at that size keep details to the lowest level possible, adding too much detail would look like crap. #4: Finally i simply added some highlights to add volume and a more shiny finish. Even tho its not nessesary with a well chosen color i find that a slight highlight do make hairs look better in some case. I hope that helps. |
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c==3
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Blick
Commander ![]() ![]() Joined: 21 June 2014 Online Status: Offline Posts: 389 |
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Well, just try to block out where you think the strangs are. I imagine
a part being in his hairline right above his eye, so if I were to color
it, I'd use a shadow in that area and "branch" highlights off of it to
the end of the different spiked groupings of hair.
Actually, I did color it to show what I meant. ![]() It's a bit hard to see what's been done since I used the three colors at the bottom that could use some contrast and probably would benefit from lower saturation, especially if you plan on giving more light to the highlights and dark to the shadow. Nice start on a fighter, though. EDIT: Damn I'm slow. Edited by Blick |
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Valdorath
Seaman ![]() Joined: 31 January 2006 Location: United States Online Status: Offline Posts: 6 |
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Thank you two so much. Now I am going to try and edit the face base from the tutorial and make it more of my own.
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Leath
Midshipman ![]() ![]() Joined: 10 October 2005 Location: Canada Online Status: Offline Posts: 79 |
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Its mainly the hair divisions that are not working well, as Blick pointed. A bit undefined where its all coming from.
But keep the amount of meshes. You can use some higher contrast in the most important meshes to show indications they are there. If I find a picture of Galford from Samurai Shodown II Ill put it here so you see what I mean =) *EDIT* Found one but the site doesnt allow direct linking: http://zanyvg.overclocked.org/samuraishodown2/ss2galfordmyco py.png Edited by Leath |
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