12-20-2015, 12:08 PM
Davis standing pose.
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Mono sprites
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12-20-2015, 12:08 PM
Davis standing pose.
12-20-2015, 12:29 PM
I can't say exactly what's wrong, but he's looking very skinny all of the sudden. The head looks thinner too. Shouldn't the ear grow a bit when seen directly from the side?
Keep this up! ![]() A-Engine: A new beat em up game engine inspired by LF2. Coming soon A-Engine Dev Blog - Update #8: Timeout (12-20-2015, 04:57 PM)Gad Wrote: Seems more unique and in lf conceptHow more unique? It'd mean every other character would have to have a neutral standing/breathing just like that, which might look bland and make everyone seem to be a c&p of another. Davis is a boxer, and as the style become more elaborate, I would expect things like that to be elaborated, too. It's possible say to have the characters change stances when they're near an enemy, but I am not sure if it's worth the effort spriting whatever may change from the basic actions depending on whether you're in a fight or in the clear. ![]() A-Engine: A new beat em up game engine inspired by LF2. Coming soon A-Engine Dev Blog - Update #8: Timeout
01-04-2016, 10:47 PM
(This post was last modified: 01-05-2016, 05:22 PM by Monolanier.)
Vampire Killer from the Order of Saints
![]() Guile SF style walking but not compatible with lf2 frame sequence. ![]() And one compatible
Thanks given by: Apocalipsis , Jahvansi , LutiChris , Marko
01-07-2016, 09:24 PM
Pixel but for a different stuff.
![]() Some of you might have heard of the Insomnium Eye...
01-07-2016, 09:56 PM
The Left and right shading on both the left pants and shirt don't match, i know this is intentional but it doesn't seem necessary.. well to me its kinda distracting.
A sequence of variables thatre engraved since the beginning of the cosmos is responsible for animating things in reality
Thanks given by: Monolanier
01-08-2016, 01:58 AM
Louis of the Lost world
Since you're adding that much monochrome to that outfit it's really quite apparent when you have the other part (the face and hair) diametrically opposed to it. It looks like it might be a nice contrast but they just don't seem to go well. What i'm being critical here is the difference in saturation and blending of colors when comparing both parts of the sprite. You don't need to match everything but (to me) it would feel nicer if they were a bit balanced.
You have the dark cape at 37 Saturation while the dark hair at 60 Saturation. On top of that the brightest parts of the cape is 37 and the light hair 37 There should be common ground, maybe make them around ~45 saturation? As a general rule, I usually try not to go past 15 pts when im doing a comparison with certain areas regarding values, contrast and saturation. (Any higher than that would make it feel too contrasted and any lower than 5 would make them blurry, its all about balancing them and just playing around with filters and opacities) The main color is emphasized strongly by the metal which since you accounted for a bit of white is now seen as reflecting a light source that is purple. And since we have that much purple why not also have the rest of the hair and face account for what your armor is reflecting not considerably just very barely. I played around with the "Hue and Saturation" button on Gimp and found that these setting were the best. Colors >> Hue & Saturation >> Overlap: 15 Yellow HUE: -15 AND Red HUE: -8 => I'm thinking something like this would do but that's really all up to you.I took the liberty to also add a bit of a lighter value to the black areas because too much of the outfit seeped into the pure black background i had put behind him. With an original value of 10 i increased it by +5 (Saturation was already pretty low so i didn't need to tweak it at all) Now you might think i'm a bit of a stickler for pointing this all out since the original is quite varied in satuation. But Marti did a nice job to incorporate a balanced piece due to the number of lows and highs seem to cancel each other out. When i checked back on the original character and look at his armor, his saturation levels read anywhere between 25 (lows) and 60 (highs)Everywhere else seemed to sorta range from 30s and 40s (armor) when you go over to his face you'll notice that his values have increased as well as his saturation with his darks being at 65 saturation and his lights come to 30 sat (averaging around a ~45 sat) the reds on the original stay at a high 97 saturation (cape and gem) while his blue shirt and pants also remained a high 95 saturation Now his face does read between 30s, 50s, and 60s a little higher compared to his armor but because his hair is also toned down and his cape is much brighter that sorta compliment and balance the piece out. Also coming back to what i said about it being heavily monochromatic due to the rest of his armor maybe add some variety in color? I didn't wanna mess around with it but maybe it would be a good idea so it doesn't feel like its too overly purple. Hope this was somewhat useful. (edit) ![]() I decided - you know - maaaybe... it doesn't even matter if the color was varied maybe all it needed was a vibrant purple cape (increased sat a little) was 30ish now 50ish for the darks Everyone else is probably wondering, wow Luti, it looks so much worse now! great job smh
A sequence of variables thatre engraved since the beginning of the cosmos is responsible for animating things in reality
Thanks given by: Monolanier
I think Louis' armor looks way too sharp compared to the rest of his sprite, especially the cape. Contrast or Saturation seems too strong on the armor while cape probably needs more.
![]() ~Spy_The_Man1993~ Steiner v3.00 (outdated), Challenge Stage v1.51 Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer LF2 Rebalance Avatar styled by: prince_freeza Thanks given by: Monolanier
01-08-2016, 09:26 AM
Yes. Cape should have a bit more than the armor. That would look better.
Thanks given by: Monolanier
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