Zerovirus' sprites for UtBS

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Moribund
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Re: Zerovirus' sprites for UtBS

Post by Moribund »

Hi Aura I edited your sprite a bit. I think that right now your boobs look like they are trying to escape from her shirt... I suggest you focus on keeping the gravity on and maybe not making them so pronounced. Also, your colours and shade choices don't really work. I added a brighter shade, but on the whole I think you try stealing palettes from mainline (is that what you call official content here?) sprites. Also, your us of "hard" lines in the middle of your sprite is jarring, and the outlining as a whole is not really

But I think the main problem with the sprites is that it's kinda oriented on a 2 dimensional plane, while Wesnoth sprites are angled. It will never fit in with all the cool kids unless the perspective is correct. The tits, with very minor editing of the highlights could be made to fit in with a more angular perspective, it is the legs and pelvis (which I edited to be more pelvisy, though I think I overdid it a little I think you get my point. You don't usually see pelivses in Wesnoth as most races have a penchant for little drape-ing loin cloth thingys, but when you do they are usually more pronounced than in your sprite, for example the Dwarvish Steelclad) that really need correcting.

Of course of course I am not very good, and this all theory and opinion, it's good if you like it and have fun, etc. etc.

Also Zero, sorry if I'm not suppose to be jacking up your thread. I am kind of unclear on the policy of that.
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Last edited by Moribund on July 22nd, 2010, 10:01 pm, edited 2 times in total.
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Zerovirus
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Re: Zerovirus' sprites for UtBS

Post by Zerovirus »

Though Moribund's edit did do quite a bit of good, one problem still remains.

Her arms are stubs.
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Moribund
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Re: Zerovirus' sprites for UtBS

Post by Moribund »

Yeah I tend to post my post before finishing everything have to say- you caught me in editing more about pelvises, but that's another thing also. The perspective and proportions of the arms are weird and the sleeves are uneven and the idea of the stance of the original sprite was ok but really unbalanced- arms of course being as much a part of stance as hips and legs.

Another thing is that the shading was kinda flat and pillowy. I didn't really get it there but you can see that mixing it up a bit makes it looks more clothlike, folds and all that.
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artisticdude
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Re: Zerovirus' sprites for UtBS

Post by artisticdude »

As Zero said above, Moribund's edit improved some things (I see fewer 45 degree angles, better breast position, the face looks more natural, the TC borders on the clothing have been downsized). But some issues remain, and others now add themselves to the list:

1. Conflicting Lightsources, primarily due to the highlights on the legs
2. 45 Degree Angles Still Overly Prominent
3. Missing Half of Her Right Foot
4. Awkward Pose
5. Missing hair outlines. I also get the feeling that the hair is way over saturated. You might want to consider copying a palette from mainline hair.
6. Hunched shoulders, which add the the awkwardness of the pose
7. Lack of contrast, especially on the skin.
8. The whole sprite is still very 2D looking.
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Espreon
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Re: Zerovirus' sprites for UtBS

Post by Espreon »

To Moribund and to anyone else who has ideas about redoing any of the Quenoth elves: please stop. Fendrin and I have not finalized our ideas for the new Quenoth elves, so we prefer that people wait till our ideas are finalized in order to minimize the chances of having to redo a lot of art. Thank you.
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Zerovirus
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Re: Zerovirus' sprites for UtBS

Post by Zerovirus »

So, (be truthful here) raise your hand if you thought I had forgotten this project like several of my other projects!

...Anyways, I've learned something. Image searching is a good way to gain artificial inspiration. For those of you who don't know, artificial inspiration to true inspiration is like MSG to naturally produced glutamates. :P

The new Magus is only one pixel taller than the new Invoker. Its horns make it look bigger and the cloak makes it look bigger, but don't be fooled. If anyone wants I can put up a comparison with horizontal drawn lines.

EDIT: Possible version with eyes shadowed and a mouth shown instead of eyes shown.
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invoker.png
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A-Red
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Re: Zerovirus' sprites for UtBS

Post by A-Red »

Looks great, and it's better with the eyes. The shadowed face was a good idea, but it doesn't look quite right, particularly when you have the L1 alongside to compare.
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Re: Zerovirus' sprites for UtBS

Post by Blarumyrran »

I think the neo-made cowl should be frankensteined across the whole line. It's distinctive & pretty, & using it on all units would bring that nice connection.
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Zerovirus
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Re: Zerovirus' sprites for UtBS

Post by Zerovirus »

Honestly, this line reminds me of the DA line, now that I've done the Lore. Boring lv1, Awesome upgrade from Lv1 for Lv2, Bigger version of Lv2 as Lv3. That and the huge shoulderplates both wield.

Pending requests from Espreon or anyone of art-dom, this is the initial version of the Invoker line.
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monochromatic
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Re: Zerovirus' sprites for UtBS

Post by monochromatic »

:shock: I'm definitely gonna write a Chaos campaign next.
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Zerovirus
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Re: Zerovirus' sprites for UtBS

Post by Zerovirus »

What I'm not sure about is the Lv3's face. I did something similar to the previous face but only because I didn't know what it represented. A metallic mask like the Nightgaunt? A chaos-mutated, deathly featureless bottom half of a face? Something else?

Input on that would be valuable.
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Cloud
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Re: Zerovirus' sprites for UtBS

Post by Cloud »

Something that's been bugging me for a while is the feet, especially the back foot (their left, our right) as there's very small when compared to other units and lack details. I've also noticed that your work can use a lot of horizontal and vertical lines, whilst not always a bad thing, doesn't always work perfectly. I'll try a quick paint over on the L1 to show you want I mean.
invoker-l1-paintover.png
invoker-l1-paintover.png (2.55 KiB) Viewed 4671 times
It's not brilliant, the cloak I'm not too happy with and the feet aren't quite perfect but hopefully it should show you want I mean (and also that when I say quick it's nothing of the sort). I spotted several more things as I was doing it and changed that to what *I* would use; here's a quick run through of what I remember doing: made the feet just 1px different in height, thinned the legs, added some shading to the clenched hand, removed a little of the highlighting on the open hand, curved the top of the hood slightly more, added a little highlight to the hood, changed our left of the cloak, added some highlights to the whole cloak, darkened our right of the sash with the intention of making it a bit more like the other side.

I stopped there because I didn't want to take over; though I am now tempted to move our right (his left) leg in a pixel.

Feel free to totally ignore what I've done, as I said it's what I would do.
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Re: Zerovirus' sprites for UtBS

Post by Iris »

Zerovirus wrote:A metallic mask like the Nightgaunt?
This.

Something that bothers me a little bit about your L3 is that I can't tell his arms apart — I only can see his hands. :hmm:
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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Zerovirus
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Re: Zerovirus' sprites for UtBS

Post by Zerovirus »

Well they're supposed to be under the cloak. I did a few minor changes, mostly moving the feet perspective around and incorporating some of the critique on the Invoker line.

In other news, here's a new Gunner line. I went for the complete revampage here, not sure if want.
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invoker.png
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Re: Zerovirus' sprites for UtBS

Post by thespaceinvader »

There's something seriously wrong with the level 1 gunner's spear arm and head region. Both are a little difficult to read, I fear.
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