Sprite Bases
Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=11858
Printed Date: 29 December 2025 at 2:59pm
Topic: Sprite Bases
Posted By: vlad61
Subject: Sprite Bases
Date Posted: 17 March 2011 at 9:12pm
Hey guys, Just want some feedback on these before i begin solidifying ideas.
Specifically i think my shading is pretty bad..
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Replies:
Posted By: tanuki
Date Posted: 17 March 2011 at 10:32pm
I'm not 100% sure where the light is coming from for the top right one. The back of his head and legs are lit up slightly, but the back of his arm isn't and his actual back looks like it's in shadow.
The line work and form seem pretty good to me, but I think the knees are too knobby. Even if they only come out one pixel from this distance that same one pixel is equal to about 1/4 of the length of his foot. That's probably around 2 inches in real life, which would be huge knees. I think it'd be better to define the knees with faint shadows under them rather than with line.
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Posted By: Zeratanus
Date Posted: 18 March 2011 at 7:42am
The proportions are pretty wonky - the arms and legs are short, and the torso and waist are long. The height of the front sprites probably doesnt need to change, just the proportions in it. The side ones are different sizes from the fronts though - different heights, different arm lengths, etc. And the reason the shading looks bad is that you're shading along the outlines of the form, rather than shading based on the shapes of the body.
The remedy to both of these problems is the studying of anatomy :)
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Posted By: vlad61
Date Posted: 18 March 2011 at 8:37am
I dont quite understand how i can change torso withought changing the height?
And also the front one's feet face the fronta bit so thats part of the reason why he looke a bit taller..
Do you think the proportions are fine on the side-view?
Cause i cant make the arms much longer withought them suddely passing the waist
EDIT:@Tanuki yea the lighting is from up-left
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Posted By: Zeratanus
Date Posted: 18 March 2011 at 9:06am
You make the torso/waist shorter and make the legs longer.
as for the side view - put your arms down to your side and figure out how far down they hang. Unless you actually do have stubby arms (and in which case, sorry i suppose?) they'll certainly go past your waistline
As I said, study anatomy. If you want to depict people (regardless of stylistic choices) it is a must.
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Posted By: vlad61
Date Posted: 18 March 2011 at 9:08am
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Yeah youre right. I made most of the changes you said and i think the front view looks much more organic, The legs on the side view are very difficult to make look organic...any little pixel change is like 1/4 of the whole leg right there... I will post later Along with more significant updates
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Posted By: vlad61
Date Posted: 18 March 2011 at 2:58pm
So theres that... I tried adding highlights But i think they make it look too plasticy/Schwarzeneggerey? Anything else that sticks out>?
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Posted By: W M
Date Posted: 18 March 2011 at 3:38pm
I edited your palette and shifted it towards a more reddish tone, added in a little hue shifting (shifting from red towards purple), and upped the contrast.
I also played with the shadows on the head a little, but with no luck.
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Posted By: vlad61
Date Posted: 18 March 2011 at 4:02pm
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I gotta admit i Do like your colors... if not for the colors but for the really good contrast it has... I so struggle with that. Thanks ill try to put that into good use.
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Posted By: W M
Date Posted: 18 March 2011 at 4:12pm
I didnt really work saturation into the palette, so it looks very marble-y. Sorry about that.
But yeah, I really just wanted to show you that you need to consider contrast, because that can make or break pixel art.
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Posted By: vlad61
Date Posted: 19 March 2011 at 3:36pm
Hey there again. I tried to do contrast but I am afraid to do too much of it, hows this>?
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Posted By: W M
Date Posted: 19 March 2011 at 3:49pm
Darken the outline a little, and it should be good. Remember, outlines are there to define the shape of the object and to clearly separate it from the background. Aim for a "crisp" feel when coloring your outline.
also, look into hue shifting to give a more fleshier appearance. purple shades will take your character a long way.
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Posted By: yaomon17
Date Posted: 19 March 2011 at 5:45pm
It was mostly that outline that was bothering me. Also the lack of contrast too. In addition, his head was too big.
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