Dabbling in sprites

Make art for user-made content.

Moderators: Developers, Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:

Dabbling in sprites

Postby taptap » April 27th, 2015, 8:30 pm

I would be grateful for any advice and comment. It is my first sprite. What I aim for is a decent archer unit with belt quiver, recurve bow and not explicitly showing the bow string.

I am somewhat satisfied with the legs and the belt quiver, areas for which I lifted palettes from mainline sprites. Not so sure about the rest, the bow could be better, but I have trouble working with so few pixels. I am particularly clueless about the head. I don't like it, but I have no clear idea how to improve it. (I have some idea, how I can improve the gambeson with different palette and shading.)
Attachments
taptap_archer.png
Huzzah for belt quivers!
taptap_archer.png (23.55 KiB) Viewed 2159 times
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Re: Dabbling in sprites

Postby taptap » April 28th, 2015, 1:09 pm

Changed the blues, the gambeson and the left arm.
Attachments
taptap_archer_0.2.png
taptap_archer_0.2.png (23.57 KiB) Viewed 2104 times
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Re: Dabbling in sprites

Postby SFault » April 29th, 2015, 7:31 am

Looks very nice. Two things though.

1) The lighting changes drastically between the places. The blue jumpsuit has North-East light that is very intensive. The shoes have same direction but less insensitivity. The helmet and underwear have like Camera-East direction for light. I would go with shoes light effect.

2) There are "thick" pixels in the outlines. Not necessary a bad thing but I would make them thinner. I included a sample pic with thinner lines and thicker lines. The wesnoth unit sprites are so small that the thick lines should be avoided in most cases

+) After getting the light coherent you might want to think of the shadows. For example, with the belt quiver.

For first sprite this looks very promising!
Attachments
sample.gif
"thick" pixels
sample.gif (349 Bytes) Viewed 2051 times
segmentation fault
My campaign, My art, My old art
User avatar
SFault
 
Posts: 431
Joined: November 10th, 2009, 2:21 pm
Location: Esbo, Finland

Re: Dabbling in sprites

Postby taptap » April 29th, 2015, 6:05 pm

Thanks sfault. Completely reworked the head, looks much less like a transplanted egg now, I believe. Did some work on the outlines, although the combination of anti-alias + lighting + diagonal vs. straight lines gives me headache. Tried to improve shadows + lighting.

I am still unhappy that the gambeson is mistaken for a jumpsuit, it kind of sticks out as the worst part in my opinion. Does the little trick with not showing but indicating the bow-string work?
Attachments
taptap_archer_0.3.png
Head replacement!
taptap_archer_0.3.png (23.57 KiB) Viewed 1995 times
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Re: Dabbling in sprites

Postby Crow_T » April 29th, 2015, 8:56 pm

I would try a bowstring on there.

Also, concerning the gambeson, you might want to give it a couple of straps across the front, and to do that you may need to move the quiver out of the way a bit. Also, the gambeson lacks readability in form, you might want to considering having it quilted like this https://images.duckduckgo.com/iu/?u=htt ... 1_.png&f=1
User avatar
Crow_T
 
Posts: 833
Joined: February 24th, 2011, 4:20 am

Re: Dabbling in sprites

Postby taptap » May 1st, 2015, 9:38 pm

Made a new gambeson with new palette and and more dramatic lighting, starts to look respectable. I imagined a look like this (http://www.reenactment.de/reenactment_s ... on_rus.jpg) but I can't give it texture without botching the lighting.

Would like to improve the bow without moving it to the vertical or explicitly drawing a bowstring.
Attachments
taptap_archer_0.4.png
New gambeson with more dramatic lighting.
taptap_archer_0.4.png (23.57 KiB) Viewed 1940 times
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Re: Dabbling in sprites

Postby Midnight_Carnival » May 2nd, 2015, 10:07 am

I think that your sprite, the gamberson, shading and bow all look great.
I'm not sure about the way he's standing or holding his quiver though, might look good as part of an idle animation, but I personally think you might like to consider redrawing the same guy in a different pose(?)
...apparenly we can't go with it or something.
User avatar
Midnight_Carnival
 
Posts: 825
Joined: September 6th, 2008, 11:08 am
Location: On the beach at sunset, gathering coral

Re: Dabbling in sprites

Postby taptap » May 3rd, 2015, 7:54 pm

Well, the quiver is supposed to be a belt quiver, attached to the belt not hold in the hand. If this isn't clear from the sprite, that would be bad. Otherwise the overall pose is pretty close to some mainline archers (in my opinion), who also awkwardly present the bow instead of carrying it in a more relaxed way (horizontally with hanging arm would be most natural I suppose, but only Megane's vampire archers have that).

I redrew the bow, and guess this is as far as I can go with this exercise sprite, unless I get some major advice how to improve it further.
Attachments
taptap_archer_0.5.png
Now with a recurve bow +1.
taptap_archer_0.5.png (23.57 KiB) Viewed 1853 times
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Re: Dabbling in sprites

Postby taptap » June 17th, 2015, 9:42 pm

A second sprite. A reimagination of the sea state regimenteer from the Era of Four Moons (http://units.wesnoth.org/1.12/Era_of_Fo ... nteer.html). Technical critique urgently required. (The axe blade looks much better in front of in game backgrounds.)
Attachments
regimenteer_taptap_0.2.png
New version. With pattern on shirt similar to original and head transplanted to the left + a little on the shoulders. In front of a swampy background.
regimenteer_taptap_0.2.png (12.52 KiB) Viewed 1694 times
regimenteer_taptap.png
My reimagination of the sea state regimenteer (Era of Four Moons).
regimenteer_taptap.png (4.63 KiB) Viewed 1739 times
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Re: Dabbling in sprites

Postby taptap » January 17th, 2016, 4:10 pm

An attempt to produce a wolf zombie (by crude recoloring, flipping the whole color scheme to something unhealthy). The former contrasts now unduly stand out, but if it looks like lonely bushels of hair, this would be fine. Also removed the eye for extra-zombiness.
Attachments
taptap_wolf_rc.png
taptap_wolf_rc.png (2.51 KiB) Viewed 1374 times
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Re: Dabbling in sprites

Postby Midnight_Carnival » January 18th, 2016, 8:06 am

I think your colour scheme is great but the wolf still looks like a funny coloured wolf and not like a zombie.
Suggestions:
fur missing, dark patches, bones/teeth showing, red eyes, skin hanining down in ragged tatters, exagerated claws/fangs.
...apparenly we can't go with it or something.
User avatar
Midnight_Carnival
 
Posts: 825
Joined: September 6th, 2008, 11:08 am
Location: On the beach at sunset, gathering coral

Re: Dabbling in sprites

Postby taptap » January 22nd, 2016, 8:09 pm

North(east)-facing dark adept:

taptap_adept_NE.png
taptap_adept_NE.png (1.38 KiB) Viewed 1234 times


Robe and hood look ok, I think. Not happy with the cloak. I find it hard to handle so large areas.

taptap_adept_NE_0.2.png
taptap_adept_NE_0.2.png (1.4 KiB) Viewed 1198 times


Now with a ragged cloak - as the SE sprite seems to have. A lot better already. It leaves no space for a belt though, and not much to see on the sprite, but the pose is somewhat uninspired in SE view as well.

taptap_adept_NE_03.png
taptap_adept_NE_03.png (1.59 KiB) Viewed 1177 times


Latest iteration: Widened team-coloured thing to make it look less like a shirt. Slight tweaks to arm and foot, shadow added. Probably as far as I get without further input.

I went through a catalogue of monk habits for inspiration, best way to interpret the teamcoloured thing is probably as a ragged sort of cape with a hood worn on top. This leaves no space for a belt, but alas. Imo this matches the original sprite best (magic-2 sprite). I don't think it can be viably interpreted as scarf. Scarves just don't combine well with this kind of monk-like habit. Alternatively, it could be a sort of scapula, but then weirdly the L1 only shows it on the back, while the L2 does so on the front (with dark-green on the back). Enough rambling.
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Re: Dabbling in sprites

Postby taptap » August 6th, 2016, 9:35 pm

I played a little Salt Wars today, so finished my version of the sea state regimenteer. I can't fathom how people sprite whole factions incl. animations, it takes so long even for a single acceptable sprite.
Attachments
regimenteer.png
Original regimenteer.
regimenteer.png (2.87 KiB) Viewed 757 times
regimenteer_taptap_0.4.png
Reimagined regimenteer. New with hair and shadow.
regimenteer_taptap_0.4.png (5 KiB) Viewed 785 times
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Re: Dabbling in sprites

Postby GunChleoc » August 7th, 2016, 9:50 am

Definitely a great improvement :)
User avatar
GunChleoc
Translator
 
Posts: 372
Joined: September 28th, 2012, 7:35 am

Re: Dabbling in sprites

Postby taptap » August 10th, 2016, 7:48 pm

Another sea state sprite reimagination, substituting a mace for the oversized hammer. It is funny once on a troll, but in fact all impact melee weapons are so oversized they look like padded larp-weapons. I understand the need for exaggeration in sprites, but funny how an almost bardiche sized axe is actually one of the smallest featured in the game in case of the regimenteer sprite. Basically, I am trying to see how small I can draw a still readable details (belt quiver, hinted bow string in the archer, the axe in the regimenteer, here the mace) in exercise sprites. Don't think the mace is particularly brilliant, but ffs don't comment if you do not want to tell me how to improve the sprite.
Attachments
loyalist_taptap_0.3.png
Reimagined loyalist, with some small touch-ups.
loyalist_taptap_0.3.png (1.95 KiB) Viewed 653 times
loyalist_taptap_0.2.png
Reimagined loyalist.
loyalist_taptap_0.2.png (1.98 KiB) Viewed 676 times
loyalist.png
Original loyalist.
loyalist.png (2.42 KiB) Viewed 678 times
Last edited by taptap on August 11th, 2016, 1:37 pm, edited 2 times in total.
I am a Saurian Skirmisher: I'm a real pest, especially at night.
User avatar
taptap
Forum Regular
 
Posts: 957
Joined: October 6th, 2011, 5:42 pm

Next

Return to Art Workshop

Who is online

Users browsing this forum: No registered users and 2 guests