TSG, sprites reedition

Contribute art for mainline Wesnoth.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
Post Reply
User avatar
rhyging5
Art Contributor
Posts: 160
Joined: November 18th, 2009, 1:19 pm
Location: Barcelona, Catalunya

Re: TSG, sprites reedition

Post by rhyging5 »

em3 wrote: Not necessarily. This is more a case of stormtrooper vs. charismatic commander, than a simple upgrade of gear, I think.
yes, my intention was that. Anyway, no one likes the hat or beards so, something must be done about it .....
SFault wrote:I think the biggest difference with mainline Wesnoth units is the camera angle. Your's is bit lower than the standard cam. This makes your units drawn more from sideways and less from top(per) view.
yes, I agree ..... but the difference is very small .... you really have a very critical eye.......But I tend to be quite a perfectionist I will improve that too ....
User avatar
rhyging5
Art Contributor
Posts: 160
Joined: November 18th, 2009, 1:19 pm
Location: Barcelona, Catalunya

Re: TSG, sprites reedition

Post by rhyging5 »

ok, I think the camera anlge is right now. Now, I need suggestions about the helmets.......
Attachments
matching.png
matching.png (9.38 KiB) Viewed 4123 times
User avatar
StDrake
Posts: 996
Joined: July 21st, 2009, 6:50 am

Re: TSG, sprites reedition

Post by StDrake »

the only thing i could notice about the helmets is that they could use some notion of how the feather is attached,
Like cats? I've made a whole faction of them to kick ass with!
Don't like cats? I've made a whole faction of them to kick their asses! So everyone's happy :)
Felinian faction is part of the Beyond Southern Hells era
kitties need sprites! art topic here
User avatar
Jetrel
Posts: 7242
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: TSG, sprites reedition

Post by Jetrel »

rhyging5 wrote:ok, I think the camera anlge is right now. Now, I need suggestions about the helmets.......
:annoyed: Don't listen to everyone who posts in these threads; a lot of people don't know what they're talking about. The revised version is tilted too far, in fact I would actually say the first version is closer to wesnoth's camera angle. This critique he posted was baseless, and I'm sorry he wasted your time.

Take that version from right before the perspective correction, add a metal stub/mount that the feather is attached to on the helmet, and then these are ready to be animated. We're getting bogged down in pointless revisions.
Play Frogatto & Friends - a finished, open-source adventure game!
User avatar
rhyging5
Art Contributor
Posts: 160
Joined: November 18th, 2009, 1:19 pm
Location: Barcelona, Catalunya

Re: TSG, sprites reedition

Post by rhyging5 »

a time please! :wink:

I did the change of the camera angle, because the guy who posted have some reason.The problem has been that in the revision
i do to match above angle .... If you see the current image, the correct camera angle is betwen the two versions. :hmm: is not to much work matching the same camera angle. Only with some little changes on the first version..i think............

about the helmets, i thank the StDrake's suggestion, but it is not the problem. Rad this:
zookeeper wrote:he only things which to me still seem worth especially working on is the hat and face of the lvl3 version. First of all, the beard makes him look like he's pretty old, whereas I've gotten the impression that Gerrick would be middle-aged at best (of course we could change that if really necessary). The hat on the other hand seems more like what an aristocrat might wear (like the fencer line for instance), whereas I've always imagined him to be more like a grizzly veteran than a noble.
this is the problem
Attachments
perspective.png
perspective.png (14.61 KiB) Viewed 3953 times
User avatar
Jetrel
Posts: 7242
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: TSG, sprites reedition

Post by Jetrel »

rhyging5 wrote:a time please! :wink:

I did the change of the camera angle, because the guy who posted have some reason.The problem has been that in the revision
i do to match above angle .... If you see the current image, the correct camera angle is betwen the two versions. :hmm: is not to much work matching the same camera angle. Only with some little changes on the first version..i think............

this is the problem
I think the two elements that seem to be "leaning forward" too much in the second image are the helmet and the pauldrons (e.g. shoulder-pads). If you could combine those from the first image, with the rest of the body from the second, we'd probably be good.
Play Frogatto & Friends - a finished, open-source adventure game!
tsr
Posts: 790
Joined: May 24th, 2006, 1:05 pm

Re: TSG, sprites reedition

Post by tsr »

Wow!

I can't even remember when someone just showed up with these kind of sprite-skills...

@rhyging5: You are great!

@Jetrel, tsi, etc: Do whatever it takes to hold on to this person.

@peanut-gallery (including me): Be careful...

@Boucman: Show us the speech.

/tsr
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: TSG, sprites reedition

Post by thespaceinvader »

We are ;)
Ok, obviously you know what your doing and your first try is close enough to mainline style to show that you'll be able to use that style with little practice. I'll give you a quick tour of our Art Community so you don't get lost.

Basically our forums are built around forum titles ( written under the people names, as you can see with my own)

* No title (or not art related title) => Did nothing with regard to art
* Art Contributors => Have contributed artwork to the mainline game
* Art Developers => The 'art staff', have the power to add artwork to the mainline game, and can generally be relied upon for good critique
* Portrait Director (kitty and LordBob) => Gives go/no-go to portrait contributions
* Art Director (jetryl) => Gives the go/no-go to contributions


It is important for you to understand that distinction, because people with no art knowledge may not give comment and critique as well as people with art knowledge. If you disagree with a comment from someone with no title, just don't follow the advice.

You should consider comments from art contributors and art developers as comments coming from knowledgeable people, and worth considering... Of course, your art is yours and you are free to not follow the advice, but you should consider them. One thing to be aware of is that this forum is dedicated to getting artwork ready for the mainline game. We treat your work realistically - we're not going to praise it just because you posted it here. Please don't take offence at suggestions to improve your work - if you're looking for blind praise, you're in the wrong place.

Jetryl, kitty, and the Art Developers usually have very clear comments which tell if a change is needed to get something into mainline or just a suggestion to improve. These people will have the final say on whether something goes into the mainline game or not.

If you try to do a portrait for a specific character (from a campaign for example) you should try to contact the campaign author first and try to post your linework as soon as possible (even if it's just a scanned sheet of paper) That's because the original author might have a particular "vision" on his character and having early feedback will usually be good for everybody

The part about submiting your work "early and often" is a good advice even if your not drawing a campaign character, by the way....

Now the forums...

We have three art related forums:
* "Art contributions" is for pieces of art intended for mainline
* "Art workshop" is for pieces for user made content, and for users who are posting for critique to help to develop their skills.
* "Art development" is limited to people with an art title. Some artists don't like having their work openly criticised, and post there instead of the open forums.



One last point...

All wesnoth contributions are made under the GPL. I am not good at explaining legalese, but you should read it since your work have high chances of being mainlined at some point...
Since you asked ;)

When we add this, I'll sort out names for credits and GPL status etc via PM as usual.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
rhyging5
Art Contributor
Posts: 160
Joined: November 18th, 2009, 1:19 pm
Location: Barcelona, Catalunya

Re: TSG, sprites reedition

Post by rhyging5 »

thanks tsr, some friendly words are always welcome! :wink: returning to the work, think that i get. I will wait the replies to consider it finished and continue with the other sprite....
Attachments
improv.png
improv.png (15.84 KiB) Viewed 3876 times
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: TSG, sprites reedition

Post by thespaceinvader »

I think you're there. Very nice work =)

How do you feel about doing animations?
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
User avatar
rhyging5
Art Contributor
Posts: 160
Joined: November 18th, 2009, 1:19 pm
Location: Barcelona, Catalunya

Re: TSG, sprites reedition

Post by rhyging5 »

animations?........I think I will need all the help as possible!
Blarumyrran
Art Contributor
Posts: 1700
Joined: December 7th, 2006, 8:08 pm

Re: TSG, sprites reedition

Post by Blarumyrran »

Your shadows are gray - but as a standard our shadows are a shade of dark purple (24b RGB: (22, 0, 52) with 60% visibility).

And a very minor thing that you can ignore at will - that in mainline units, the darker part of the tc spectrum is used too while you seem to use only the brighter part. But the whiteish magenta tones convert not to whiteish team color tones but heavily saturated team color tones, so using the brighter tones makes them stand out a whole lot more, so it _should_ be used more like you do, imho.
lostnumber
Posts: 198
Joined: September 23rd, 2008, 1:06 am

Re: TSG, sprites reedition

Post by lostnumber »

rhyging5 wrote:thanks tsr, some friendly words are always welcome! :wink: returning to the work, think that i get. I will wait the replies to consider it finished and continue with the other sprite....
Definitely think you nailed the perspective in the middle one, that looks great!
User avatar
Zerovirus
Art Contributor
Posts: 1693
Joined: July 8th, 2009, 4:51 pm

Re: TSG, sprites reedition

Post by Zerovirus »

The spear's pommel's tc doesn't look like it'll work. I think this is because whatever method rhyging uses to sprite, it creates a bunch of variations on essentially the samecolor.

(EDIT/OFFTOPIC: Omg Jetrel changed his avatar :D Cave Story is awesome)
User avatar
Jetrel
Posts: 7242
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Re: TSG, sprites reedition

Post by Jetrel »

thespaceinvader wrote:I think you're there. Very nice work =)

How do you feel about doing animations?
Yeah, I think that looks finished. :D Onward...
Play Frogatto & Friends - a finished, open-source adventure game!
Post Reply