The Resource WIP Thread

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DancingDrake

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@ShinGamix thanks for the compliment :D . I didn't enter pixle madness because this is the third sprite that I have created and at the time that it started I wasn't confident in my spriting ability.
 

velznewera

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Here's something I was working on for two days now.



I made a custom template myself and then I outlined a character concept I thought of and walaa!
 

cosmickitty

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@velznewera: I like the template, but his chest doesn't move in the up/down frames and it looks a tad off. also the hair seems really pillow shaded to me.  You might also want to look at real walk cycles, if you're making a template from scratch it's worth looking at the mechanics of a walk cycle instead of following RMs format. 

I came across this the other day and it's a really cool reference:

http://www.biomotionlab.ca/Demos/BMLwalker.html

@ Dancing Drake: the color needs a little more saturation, the whole thing feels a little grey to me.  on the back of the hair, that chunk on the right side is bigger than the others so it looks like it sticks out, unless you have an asymmetrical hairstyle it's usually a good idea to do half and then flip it.  Also looks like you may have forgotten the view on the back of the hair, it's top down so you see the top of the head along with the back, that might make a difference.  The skirt looks like it has a really nice flow though :)

@Aceri: I like him... he reminds me of a blonde version of Milo from the Atlantis cartoon.... not sure why
 

DancingDrake

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@cosmickitty you are so right about the back of the hair.

Once you mentioned it I took one look at it and realized how wrong it looked :o .

I shall also take your advice and look into using more saturated colours.

Thanks for the advice. :D
 
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cosmickitty

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I've been rethinking the walk on my template and I think i'm going to change it up between genders... I think it'll make it look a little less stiff, here's what I have for the female front:



and the male template will be a little more like the original female



whatcha think?
 

A-Moonless-Night

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@cosmickitty: I prefer the original animation. The new sprite looks like it's skipping happily through the fields, whereas the original looks more serious. There's no reason why you couldn't have both, but the new one honestly looks like a running animation.
 

cosmickitty

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I like the female one... although I do see the point of possibly using it more for a npc or a sexier character than a typical warrior woman type character.  Here's the current male version:



I've done some work on the original since this gif... but I don't feel like reuploading it yet.
 
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Choco-Elliot Wyvern

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@cosmickittty

I'm not very good at spriting or anything but I think it looks good :) I don't really have eyes for seeing in depth errors so there doesn't seem to be any major noticeable ones XD Sorry that I can't give much criticism :(

 

I've been working on bettering my art skills so I that I can make custom facesets for my game. Here is an example of the style I'm planning to go with, I haven't colored it or anything since I just want feedback on the style itself before adding more detail to it.

 



 

Do you guys think it looks okay? It was a very rough example so the eyes will be symmetrical XD And it will be colored :3

 

Any feedback would be greatly appreciated :)
 
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monkeynohito

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@Choco - Drawing is a lot like sculpting, you lay out some basic shapes with the appropriate proportions, foreshortening...umm...other 3d-lookingness stuff...and then better define the details out of those simple shapes and marks. Work with a sphere instead of a circle and you'll already see an improvement, add a couple more shapes to the overall form and you'll have a much more complex end result. http://www.wikihow.com/Draw-a-Face

You should put a lot of work into the basics for a while, for something you're putting in a game, the RTP faces are kinda the bar of quality. It takes a lot of work too, you may not like the girl in my avatar, but it took me a few years to get my skills up to that level. That said, i didn't really start drawing until I was 20, so it's never too late to start if you're interested.
 

MikePjr

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Do i have to post the tileset i am working on to get feed back?

Or would a screen shot showing the tiles in use be good enough to get feedback on?

I rather not actually post the tileset i am working on.. i know the first post says no one is allowed to use things posted here... but that's not going to keep people who are twisted from trying to use stuff anyhow.

So just wondering before i post anything for feed back.
 
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cosmickitty

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@ MikePJr : I post screenshots of maps with mine unless I want feedback on something specific, although since you responded to my feedback with I don't need feedback, then maybe you shouldn't bother.  Patting your back and telling you everything you do is beautiful isn't feedback.

@ Choco : I'm glad you want to learn to make your own work :)   I wouldn't use a character like that in my project, but it kinda depends on your project, I've seen games use simple cartoony characters so it really depends on what you're going for.  Do you have drawing tablet?  Otherwise about 90% you're going to end up with a choppy final image.  I'd recommend looking into vector characters in that case or, before I got a tablet, I used SAI which has a curved lineart tool.  Besides that I'd look into anatomy, study anime (I assume thats the style you're leaning towards), don't copy, but look at what features you like and what you want your characters to look like. I posted this awhile back: http://forums.rpgmakerweb.com/index.php?/topic/13220-pixel-artdigital-art-resources/ I'd look through the tutorials and follow through things and you'll get better fast :)   Good Luck
 

monkeynohito

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If you're incredibly worried about teefs, blow it up enough so you can slap a big watermark on it. Honestly though, if you're worried about someone stealing a WIP, I think you may have an inflated sense of its worth and may not respond well to crit.
 

MikePjr

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Thanks monkey, i appreciate it.

I was just basically wondering if it was alright to post shots rather my tile sets....

I did not hear a no, so i guess i can. lol
 
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cosmickitty

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i'm sure i'll come back to this... i'm not thrilled with it... but its late so current side view male walk:

 

Engr. Adiktuzmiko

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I'm trying out pixel art and here is my current work... I can't seem to make the hair workout...

The base was from the pixel tuts...

TRY.png
 
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monkeynohito

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The highlights on that hair don't really suggest the right shape, you should think of the hair a little more like leaves from a plant with pixel art. If that makes any sense.
 

Chaos Avian

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I want to getsome feedback and a few suggestions on this image I drew:

And should I go for a hard render, or a soft render? Here's a SUD (Still Under Development) of a soft render:

 

cosmickitty

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http://puu.sh/3sE2o.jpg

you elbow doesn't seem to be the right shape, both hands are wrong, the bottom of her pants seems very odd, and I don't understand the thingy in her hair... Also, it looks like you just chose to go wrinkle happy instead of thinking of how the fabric actually folds.  Look up how folds work in actual clothing.  Also, your "smooth rendering" looks like you just went over all the edges with a burn filter you have no actual shading.  soft shading is a style where you have smooth transitions from the color to the shading and cell shading is where you have hard breaks between the two.  Your two variations are no shading and a burn filter.
 

Engr. Adiktuzmiko

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The highlights on that hair don't really suggest the right shape, you should think of the hair a little more like leaves from a plant with pixel art. If that makes any sense.
oh okay... thanks for the comments... :)
 

monkeynohito

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Don Avian, I think your shading follows your lines a little too closely and you really end up sacrificing its ability to help define form and add depth. They also sap the strength of your linework a bit. Here's a chunk of an an older picture of mine with the lines and shadow layers:



I doesn't look that great, but you can see how the lines define the boundaries while the shadows add a little more depth to the negative space. Your shadows don't really need to be all that dark either, I tend to use shades of violet and purple to blend with the color layer.
 
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