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Retro's Sprite Art Progression

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1 Retro's Sprite Art Progression on Wed Sep 04, 2013 10:06 pm

Retro

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I figured it would be wise to start practicing the style.  This is my first time with this style, and I must admit it is quite tricky.  

Here is Sister Rosette from one of my favorite series, Chrno Crusade.

She used holy magic, two handguns, and gets help from her demon body, Chrno.  I believe that is all.  She might have some form of bloddy holy trinity type of transformation thing.  But in all due time.  We'll see if and how I can get better through this teeny project here.  

Spoiler:

Spoiler:

This dude is Tykki.   Tykki Mikk is my favorite series  character.  He is from D. Gray Man.  The Noah of Pleasure.  Basically he uses butterfly tools as weapons that feed on enemy.  Dink.  And then he also has the ability to go through anything he wishes.  He ususally utilizes this with his hands being like daggers.  
He also has a transformation]

For a Heroine Project I had thought up, but ultimately can't access my team's forum so don't know what to do about that... and some really crappy archer I am too lazy to edit out of the .png.
Spoiler:

I know there's not all that much to show here, but it's what I have done at the moment, along with working on learning to hack...hacking...and working with a team of other spriters, and going to college and working ... ._.  Damn it.

Spoiler:
This one's about 2 weeks or so old now:[/u]

Spoiler:
Wanted to add some real quick custom animation in, and this did the trick for one of my tests.  However, I must say motion blurs... I DO NOT LIKE THEM.... THEY [calimng down] don't even look good in the traditional fe sprites.  I think I'll try my own style at fe motion blur spriting.

Oh my.... crappy mug!:

X:
Explanations and animation to this can be found Here [Martial Class Custom Battle Sprites]

NOTE: These sprites will probably be in their raw stage since I was too lazy to find the exact finished sprites with the correct palettes, so don't expect a clean palette job here if ou want to use them.  I may update that in the future.  But it's almost 3 am.  Gotta get up tomorrow!


Spoiler:
^Got soem really negative feedback on thsi one, although I feel it came out pretty alright.

Spoiler:
Scratch Ordon Link, Battle Sprite
I feel I might just be getting a start on my grisp on the FE battle sprite style.  Hope you guys might agree!

Spoiler:

Something about the detail work makes me cringe.  I think the basic animation/ outlining is okay, but the shading/ coloring is well not very good.  Anyways I was getting sick of looking at it, xD  SO it's finished for now.

my gimp proram was acting up so I didn't go back and get rid of the red flash in there.  x:

Also greatly considering adding an extra frame to exaggerate a jump in the middle there.

Spoiler:

I'm redoign the link sprites.  Here's  new wire frame, completely custom, that's still quite, very wip.  I wanted to give it a try similar to the method BWDYeti might use.  

Anyways, this is what I came up with, and things to notices are that the animation isn't smooth near the end in transition from holding sword on back to taking it back out for the stance as well as a few frames near the jumping into a backflip.

But I'm pretty pleased for what I've accomplished through this scratch skeleton.


Thanks
-Retro



Last edited by Retro on Wed Sep 04, 2013 11:19 pm; edited 7 times in total

2 Re: Retro's Sprite Art Progression on Wed Sep 04, 2013 10:17 pm

Yoshi

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I really like your battle sprites/palettes. They don't really feel FE styled though. The mugs could use a lot of cleaning up, but I can see you have a clear idea of what is needed, it's just a matter of fine tuning.

Also, don't call yourself Magix on this forum, we already have an active Magix here lol.


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3 Re: Retro's Sprite Art Progression on Wed Sep 04, 2013 10:19 pm

Charlotte

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Chick
Overall your stills are quite good (except for this, what is this

But the animations aren't all that smooth--it feels like a lot of them are missing a number of frames as they make large, sudden movements without so much as a motion blur.

Still, you've got the skill, so just apply it to a larger number of poses!

4 Re: Retro's Sprite Art Progression on Wed Sep 04, 2013 10:24 pm

Retro

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Haha whoops sorry about the magix think, i kind of just copy and pasted my posts on other forums and forgot to adjust the -thanks, part.

As for the mugs I've made more to style ones, but they were all on my old pc, I can't find them :O. Those were a bit more in style but also not entirely shaded apropriately. like you say- finetuning.


@Charlotte.
Lol it's a monkey! #:
Ah, I don't know. I feel I am taking the necessary time with my sprite works now so that I can create unique, and more fitting skills.

Overall. I really appreciate your comments guys! i can't wai to show you guys me giving my all on my upcoming projects! Very Happy

You can see a little WIP preview of it in the latest spoiler. There are much more frames to be added to the skeleton, as you say my animations aren't entirely smooth.

Thanks!

5 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 12:08 pm

Klokinator

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Admin
I like your map sprites, a lot. Really that's what the fandom needs, is more map sprites in general. I had a map sprite I wanted made some time back, might try and dig that up.




This is the map sprite for Jessica, the second lord in my Phoenix Saga game which is/was/could still be planned to be made in FEXNA. She also has a single still battle frame, and her brother too has a still battle frame. I really want a map sprite for her brother though in addition to finished battle sprites for the both of them.




If you wanna try making a map sprite for him, that'd be pretty cool.


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6 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 12:11 pm

Retro

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Let me just say that the protrait for Jessica's brother is badass!  

Sure, I'll add those three objectives to my todo list! Very Happy

When I get to the battle sprite part though, i'll either need to know a little more about the character or your planned out animation sequences!

But I think I'll do the map stuff first along with my other to-do stuff.

7 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 12:22 pm

Klokinator

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Yeah, FEPS has been in development for so long it's become a question of will I ever make it or not. The more resources I have, the more motivated I am xD

There's actually a pretty cool stick figure for James animation, made by <img src=" longdesc="64" />. Feel free to ref it.

... after searching for like 20 minutes, I can't find it because MercLord deleted it, everywhere. Goddamnit... MercLord...

Edit: There's this, I guess.



AHA found it


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8 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 12:49 pm

Retro

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Oh wow, I like that.
Would you rather I use that skeleton and that quarter of the work completed? Or would you want me to start over, when it comes to that time?

I am capable of extracting the .gif to separate .pngs so it shouldn't be too much of a problem.

9 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 12:52 pm

Klokinator

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Admin
Using the skeleton is fine by me. My only issue is how it starts up, a bit too quick IMO. Needs to be slowed down a bit when he first shifts stance. I mean, this is a bigass poleaxe, not a toothpick with some dental floss at the end, it needs to visually have "heft".

I do like everything else about the animation though Surprised


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10 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 8:09 pm

Mercenary Lord

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I...I was gonna remake James

If you decide to do it anyway, don't use the 'progress'. It's bad.

Oh, I guess I should probably comment on the sprites.

They seem really cluttered to me, like you just took a picture and downsized it. I mean, I like them, but there's so much going on in such a small space.

http://www.klokreations.net

11 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 8:15 pm

Retro

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By all means go ahead! I loved your work there. I'll look forward to seeing your newer version of him.

As for your comment on my sprites. I'm not trying to excuse myself. xD I completely agree. It's mainly due to my prior experiences with larger sprites, fitting more details in one sprite than coming here. That's why it's taking me so long to adjust.

I'm hoping my new stuff can be more simple and more to style!

12 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 8:17 pm

Mercenary Lord

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It's not so much simple as much as less cluttered? I don't know.

Anyway, I can look at some stuff in more detail if you have a skype or something, because even though i really dont have the time to help, I'd be willing to see if I can contribute anything

http://www.klokreations.net

13 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 8:17 pm

Mercenary Lord

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oh that reminds me I should make something for jessica's animations i guess

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14 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 8:23 pm

Yoshi

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Admin
Personally, I like the amount of detail you can put in them. That's probably why they don't seem FE styled, however.


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15 Re: Retro's Sprite Art Progression on Thu Sep 05, 2013 8:23 pm

Mercenary Lord

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It's really just...if you don't know what to look for, it looks really iffy. Is all I'm sayin

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16 Re: Retro's Sprite Art Progression on Fri Sep 06, 2013 1:45 pm

Klokinator

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I...I was gonna remake James
maybe after the apocalypse


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