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Vampire Elf

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Everything posted by Vampire Elf

  1. Longbow 'wo' man Normal build(3) For fe7x(Battle sprite by Yeti of course) I know there are still some issues that I need to fix, particularly for the hair to look better in the blonde colours, so I might fix the shading on one of the blondes and then apply it to the others and see if that works(as in shade the hair as if it were lighter and hope it looks ok on the darker tones) Bennet, Fe7x, Soldier/Halberdier(Battle sprites again, by Yeti) Mainly still tweaking his face and scarf, I'm pretty happy with most of it, but if you guys see something you think I should address, just let me know. Anyways :D yeh! p.s. Doubled up the string for the mid(2) Thief :)
  2. Ok, I'll try and be pretty precise here. Percival, Priscilla, Ursula and Marissa For one Percival's cloak shading isn't one of the better ones. Here's a compilation I created roughly rating cloak shading, left being bad, right being good, it's done in 10 columns. As you can see, Percival's is far left, to further make things worse, it seems you re-sized it on ms-paint leaving the outline incomplete. NOTE: If you do re-size things on MS-paint, you need to revise the shading and check the outline after you've done so, I prefer to manually crop them in if I'm re-sizing but this isn't for everyone. Other than the bad shading on the cloak, due to the above factors, the hair shading is plentiful in issues, rather than a nice open space of lightest hair tone to convey the hair, you have small strips, you can see in the example where I've taken a sprite of mine(Fee, green hair) Who has a similar hair style and what I think is quite balanced/nice shading, I've re-coloured the lightest hair tones on both of these portraits red and then removed tthem, you can see how much more red is used in mine, if you do this to priscilla, ursula or Marissa too you will see that this is also the case, you want a nice flowing section of lightest hair tone devoid of strandy lines cutting it off(Only on rare occasions and generally with more complex hairstyles does this not apply) Have a look at Fee's, ursula's and Priscilla's hair shading and think about using ursula and Priscilla's original shading if you do fix the portrait. Finally the hair part, you want the part to contain depth, so like Lyon and Fee's try using a bit of darkest hair shade in there too. Finally, your colours seem very off, the reds are much too saturated for fe6/7 border and the rest of the colours in general don't seem to work that well. I'd go through and further redline, highlight and point out other issues, but for now I'll leave you with this as i don't know how willing or capable you are of sorting through these main blatant problems first.
  3. Questioning crit was ignored :| *derp*
  4. I might go through and cnc Holyn at some point but just on a side note: 1) fe4a is basically dead 2) < that's the fe4a current Holyn... By Blackavar
  5. My shading on the super shiny wyvern guy I think she meant... I agree it's icky, but I needed more AA on this one too :)
  6. I hardly think I'm losing it, haha, I specifically wanted the sharp crispness that aliasing provides, I have however fixed this into a smoother sheen. Still tweaking parts of the trim and the shirt shading though. But I think I've sorted(for the most part, I still might fix it a bit more) The angle issue. And just so everyone knows which class this is :D Yeti's battlesprites for them, and the class description, from Immortal Sword site, http://www.bwdyeti.com/fe7x/
  7. Thief/Rogue Generic Portrait 1 - 2 - 3 - 4 weak - mid - norm - strong/subboss I had to change the Ilian palette because purple is their secondary colour and theif/rogue only use hair colour, primary colour(the colour of their cloaks) and tertiary(the greys and taupes of the shirts of the first 2) Also added a necklace to 1 and 2 and a neck tattoo to 3 and 4 as though the neck was shaded properly, it came across as boring, added a scar to 4 to signify the eyepatch more and just generally tweaked their hairs, slimed the line of 2's chest so as to make him less bulky looking in that area. Diviner/Justice Generic Portrait 4 strong/subboss Removed the coif, added a helm back, tidied and tweaked everything else, including but not limited to re-aligning his spikes and their plates, re-sizing and moving his collar, adding cheek-plates to the helm, re-shading his robe, the robe is the main thing I'm iffy about now. Also revised the pallete for the Justice and decided against using hair colours for the undershirt and spikes, so instead I'm using the countries secondary colours(which for the most part are pretty similar to the hair anyway haha)
  8. I can go through and cnc it if you'd like, but I just want to make sure that I'm not spending my time pointlessly editing, outlining and writing paragraphs if it isn't going to be used. To be direly honest, I think that with that final product, you'd be causing more harm than good, I know you're already pissy with me(for a reason I can hardly fathom), but I feel this is something that you have to hear, so I'm not going to step on egg shells and I'm just going to come out and say it. That hair... might look good to you, but it isn't anything like what fire emblem hair should look like, even for a more ribboned and noodely style of fire emblem hair it has many technical flaws. I'm being extremely blunt here because I find it annoying to see these sorts of tutorials go out to people who don't know any better(i.e. Newbies), try not to take this personally as I'm not doing it to annoy you, as I said above I'd be happy to cnc it, as I'm sure many other people would be too, just give us the thumbs up/down so we know whether we'll be wasting our time or not. I'll give you a brief outline of what I might go into if I do cnc it. I think you should revise the hair shading and try to get it: 1) as technically flawless as possible 2) closer to fire emblem style, though if you would rather not do this then a small annotation conveying that it isn't quite the fire emblem style, would work fine. 3) palette revision, the contrasts seem a bit off to me, though this might just be the rough shading. Finally, while I do admit that it is a massive improvement from what it was before, and I completely understand the time and effort put into this, I just think that the bit extra necessary to have it get past that stage would make it one of the most useful tutorials out, it just needs to get to that point first. p.s. I hope you can understand that I'm not trolling, trying to be malicious, trying to put you down and act arrogant etc, this is just something I felt should be said and as I stated above I'm sure that the extra work in this tutorial will pay off very well. p.p.s. Sprited Nickt's hair is improved, and it makes more sense, though I think that the amount of outline colour in the "rear" spikes is very dramatic for a non-black hair colour, maybe fill them with the darkest brown so as to not have them stick out so much like sore thumbs.
  9. Ermm why does he have hawk's eyebrow and Johan/Johalva? 2 eyebrows on 1 eye... :| The hair shading is also very very messy and the headbands angle doesn't match the heads. TBH I don't really like it, It looks very rushed and seems to lack finesse, effort and therefore skill too.
  10. Just a quick note to say that I've also thrown this in ALS's topic incase he wants to go through and do any of the listed suggestions. Eyes/brows, the lines on the brow were more there for humour, but I really do think Lakche needs to look determined, she isn't a laid back girl from what I understand so you should try to convey that. Collar, I don't think it should slope in toward the top like that, if it was soft material then maybe it would, but how you've sprited it, it looks very thick and stiff, so you either need the material to fall more smoothly and shade it as if it were thinner and softer, or change the angle so that it looks nicer for stiff material, this is just IMO. For the thick band of trim, i think it would look nicer if it was a consistent slope, particularly when using diagonal lines consistency is nice, e.g. diagonal in 2 pixels, 2 pixels, 2 pixels, or a pure 45* angle of all 1 pixel diagonals. e.g. Or if not then you want the anti aliasing to be impeccable e.g. While you can't really anti alias outlines onto the background, you can do it on things inside the image, like the trim on the chest ;) Here are a few examples of how the games, and other spriters have done similar trim. Gilliam My Lakche Aeo's Ayra Blackavar/Chalpy's Radney Squarerootofpi's Radney Referencing Gilliams and taking a look at how the others are shaded might help, I particularly like the edged highlight line on the far side that Pi and I implemented, it adds a crispness to the sprite. A few more examples, this time for the detailed swirl in the trim, , referencing these might help it come across more nicely. Above are some examples of white armor shading, I just find that it looks very stark in your Lakche mug, you're welcome to ref any of my mugs if you like, I just think that for 4 shades, you could have it look a lot more smooth and crisp (yes, both at the same time :P, crisp lines, smoothed with anti aliasing) Anyway that's about it for now :), I know a lot of the changes weren't done by you, but I thought I'd throw it in here incase you wanted to take a quick look and maybe have a go at editing it if the cnc's helpful at all ;)
  11. Just a quick note to say that I've also thrown this in Lumi's topic incase she wants to go through and do any of the listed suggestions. Eyes/brows, the lines on the brow were more there for humour, but I really do think Lakche needs to look determined, she isn't a laid back girl from what I understand so you should try to convey that. Collar, I don't think it should slope in toward the top like that, if it was soft material then maybe it would, but how you've sprited it, it looks very thick and stiff, so you either need the material to fall more smoothly and shade it as if it were thinner and softer, or change the angle so that it looks nicer for stiff material, this is just IMO. For the thick band of trim, i think it would look nicer if it was a consistent slope, particularly when using diagonal lines consistency is nice, e.g. diagonal in 2 pixels, 2 pixels, 2 pixels, or a pure 45* angle of all 1 pixel diagonals. e.g. Or if not then you want the anti aliasing to be impeccable e.g. While you can't really anti alias outlines onto the background, you can do it on things inside the image, like the trim on the chest ;) Here are a few examples of how the games, and other spriters have done similar trim. Gilliam My Lakche Aeo's Ayra Blackavar/Chalpy's Radney Squarerootofpi's Radney Referencing Gilliams and taking a look at how the others are shaded might help, I particularly like the edged highlight line on the far side that Pi and I implemented, it adds a crispness to the sprite. A few more examples, this time for the detailed swirl in the trim, , referencing these might help it come across more nicely. Above are some examples of white armor shading, I just find that it looks very stark in your Lakche mug, you're welcome to ref any of my mugs if you like, I just think that for 4 shades, you could have it look a lot more smooth and crisp (yes, both at the same time :P, crisp lines, smoothed with anti aliasing) Anyway that's about it for now :)
  12. :) Ty all, yeh I know it still needs a fair bit of work to fix it both technically and to get it more FE styled, but I'm definitely going to go through and work on it a lot more
  13. WIP for the Generic Diviner/Justice(Strong/Subboss tier) Ilia, Bandit Sacae, Bern Etruria, Western Ostia There will probably only be Etrurian/Bern/Ostian and possibly Ilian Justice units so the Sacae/Bandit/Western palettes not looking the best don't matter that much for this class :) Don't know about the glowing eye holes, or the quick attempt at a mail hood, I know parts of the shading need work too ;) But yeh, main area of concern for me is the helm in general, so I may or may not go with this helm ;) HAHA According to Nickt, "It's shit, like your[my] face", So yeh, if it is in fact shit... like my face(I actually think I have a pretty cool face but w/e y'know) let me know what to fix :)
  14. Pad on our right and the hair shading really bother me, other than that, the thick chestplate trim section seems awfully contrasty, it is much more lakche now though :)
  15. Just the thing we decided for generic mugs in fe7x, it sorta blurs their facial characteristics so they're less "people" and more just their class. Dont know if I posted them here but, Brigand - Berserker Generics I made a while back(Noe fixed up the muscle tone for me and I've since been referencing how he does it so that mine are mo' bettah!) also For more comparison, Cavalier Generic base I made(Originally for thief, but yeti wanted a different pose) Lol the generics I've made so far have similar poses :| I promise I won't use a pose similar to this again on generics haha but 3/20 isn't a big deal. Cavalier is the Axe mount t1, they're more rough than the fe6/7/8 cavaliers and are more like mounted brigands in armor, so the pose similarity with the brigand ended up being a good thing :) Merc and Noe have also made Generics with he same eye thing (And I've started a Generic Mage knight mug, though it's not quite ready for public :| *It's UGLEH*, Yeti's also started a Generic Monk, so they're all consistant which is good :D)
  16. @ Ecut: Her neck is pretty much the right length, I did an anatomical overlay of it, as did Yeti to double check, but I might tinker with it to see if I can get it better, regarding the colours though, as I have a 15+bkgrnd limit I was forced to use outline colour as one of her armor tones if I wanted her to wear her distinguishing Lipstick, I might darken the lighter purples to have it flow more nicely though. Thief/Rogue Generic Portrait for FE7X Weak - Mid - Norm - Strong/Subboss The Nations colours are shown in the below order: Ilia Bandit Sacae Bern Etruria Western Ostia
  17. Nickts shorter hair seems a little too compact on his head, like the spikes shouldn't get that close to the scalp i guess is the best way to describe it
  18. While it is *under* his pads, it sticks out the same as them/further so it'd catch more light, I might try and mess with it though and see if it looks better darker. Tinkered with Vaida further, body angle, hood, face a little, and overall positioning.
  19. You'd just have to change the format and then you could copy the whole thing in Name - If it's like any other forum with polls then it's 1 entry per line, so just save them like that when you edit the first post :D
  20. *grumpy face* I don't want to vote for any Leila mugs cause I don't like them :( Reaper for Josh mugs, none of the entries are outstandingly clean and her concept was more interesting than most, tough call between her and Nickt, his had a bit more clenliness but not much, it also didnt make much sense in some parts so I went for reapz. A Loser - for Leila mug, while I don't particularly like it, it was the least bad of the 3(Adressed Nickts shading issues in the entry topic and over IM) Cymbelines is very oddly shaded as well as having an average body shape. Ecut for both battle sprites, debated with Ken's for Josh for a bit, but Ken's shading is just too stark for me, I much prefer the smoother shading style in FE battlesprites(A lot of yeti's sprites have this, it's also what I try to emulate as I make mundus). Ecut's Leila smashes the others out of the water, they don't come close in my opinion.
  21. Horace update Re-did a lot of the hair shading, re-angled his breastplate triangle thing, messed with the face and a few other things.
  22. Yeh sure, I've got Yurius, Young Alvis, Old Trabant and Ishtore

    other 2nd gen char's that you might want to use(cause you don't need first gen's hey?)

    Fee, Yuria, Lakche, Alteena

    I think that's about it, but let me knwo whichever ones you want/need and I'll give you a comp sheet of the latest updates :)

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