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Author Topic: Spriting with Z999  (Read 1481 times)

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Offline Z999

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Spriting with Z999
« on: June 12, 2009, 02:22:18 PM »
I'll post it here too in case this would proove usefull to someone.

The goal will be to edit a non mvc base into something more mvc like. Can be usefull to give a fresh feeling to some edits, avoiding overused bases.
So we'll pick an horrible 3d char, let's say lina for angel eyes. Be ready it's going to hurt your eyes...

...

So this is Lina :



The pose is interesting, between that and the high heels, it would really fit poison ivy.
So let's make a poison ivy sprite.


The first step will be to recolor the sprite in a plain way, and give some concept to the hairs, nothing definitive tought... Note that we'll take care of the skin later.

>>>

Now, the most evident problem is the proportions. While the chest is not that far from mvc, the legs are far too much slim, and the arms could use a few fixes. So let's do that, just adding a few pixel there and there...

>>>

Okay, we now have our base. Let's outline a little and start to define the outfit (with a darker color of what is outlined) :

>>>

Now we need to add some shading to the outfit. Let's start with the legs. Pick the color used on the legs and make it a bit lighter. Now work with the shading style your the most confident with :

>>>

That's better but three shades is a minimum so let's add one more. Again pick the same color, lighter.

>>>

Let's do the same for the dark green parts of the outfit, but first we need to define these a little more. That would give something like that :

>>>

Good now let's add the two missing shades of dark green :

>>>>>>

Right, only missing the skin part, gloves and hairs. Now is the time to recolor the skin, plain again.

>>>

Hum... The shoulder to the right seemed a bit weird, so let's cut the arm and bring it closer of the body. Redraw a little the arm and shoulder and let's finish the gloves while we're at it. I also started to define the head and better the neck and hairs.

>>>

That's better, now let's add the shading to the skin. Still the three shades rule (not counting the outline shade)

>>>>>>

Now, all that is missing is some shading on the hairs. So let's do it :

>>>>>>

Done ^^

So basically we went form this to that


Hope this will prove usefull to someone.






Offline Spidermew

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Re: Spriting with Z999
« Reply #1 on: June 12, 2009, 03:15:47 PM »
Thats a trn, there are some red x's in there im getting so some of the steps arnt showing.

You should make like a video where you sprite something off of an odd base like that and do it all in fast forward.

Offline Z999

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Re: Spriting with Z999
« Reply #2 on: June 14, 2009, 02:52:14 AM »
Funny everything appear on my screen. I don't know how to make videos and seriously am too lazy to look at how it could be done by the way ^^

Offline Warrior

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Re: Spriting with Z999
« Reply #3 on: June 14, 2009, 03:23:01 PM »
Its good, but its not MvC....it looks pseudo-3D still....

Try reducing the proportions to an existing sprite with similar qualities (Poison ?), and referring to this;

http://z11.invisionfree.com/Tekken_MUGEN_Project/index.php?showtopic=15

This will help with the skin..... Good luck! ::salute::
I'm back!

Offline Z999

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Re: Spriting with Z999
« Reply #4 on: June 15, 2009, 04:36:34 AM »
Which is why i said :

Quote
into something more mvc like.

and

Quote
work with the shading style your the most confident with

I'm aware that i don't really draw like mvc, there are a few differences be it in body proportions or in shading/lightsource style. You won't see me doing exact mvc style 'cause i'm not a big fan of big legs/little heads, flat hairs and upper light source.

Now i don't see why the pseudo 3d thing, it actually matchs well with the rest of my sprites. It's only a matter of using the general idea with your style, be it mvc or something else.

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