circleseverywhere Posted November 7, 2015 Author Share Posted November 7, 2015 I love a lot of the concepts of these, but most of your sprites feel unfinished due to lack of shading. Oh, okay. I don't think any of them are really "finished", but out of the ones I'm no longer actively working on, which ones still need extra shading? Adam Cinder Torchwick Emerald Mercury (still not happy with it, but I'm sick of looking at him) Quote Link to comment Share on other sites More sharing options...
Yoshi Posted November 7, 2015 Share Posted November 7, 2015 (edited) Oh, I overlooked some of the more recent edits. Anyway: Adam could use a tad more in his hair and definitely on his body. His neck is a bit sloppy yet, and the blacks on his shirt could use more contrast. Cinder is okay, her hair is blocky though. Neck is kinda awkward too. Her iris could use more definition. Torchwick is okay too, but his far eye could use some work. Emerald could use some more shading on the face and body, also her hair is extremely desaturated. Mercury's folded collar could use work and his hair is pillow shaded. I'm also unsure of what's going on with the shoulders. I've come to the conclusion it's not so much the lack of shading, more of the how it's shaded. A lot of area's are kinda blocky (mostly in the hairs), which can be lessened by AAing. This is why I thought they were all undershaded. I grabbed Cinder's face as an example. So yea, strong concepts, just try to AA more and try to strengthen some contrasts. PM me if you need more help. Edited November 7, 2015 by Yoshi Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted November 19, 2015 Author Share Posted November 19, 2015 (edited) Thanks for the advice! I need to work on my AA as well as hair in general.Team RWBY mugs progress:RubyWeissBlakeYangAgain in varying stages of completeness, I think they're turning out well. EDIT: bonus Qrow Hair is still a weak point for me. Edited November 21, 2015 by circleseverywhere Quote Link to comment Share on other sites More sharing options...
CobyTheGoober Posted November 26, 2015 Share Posted November 26, 2015 Ruby's mug looks ... off to me. I think the face is a bit too rounded and chubby, and I also think she could use a longer neck? Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted November 27, 2015 Author Share Posted November 27, 2015 I think I see it. Better? Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted December 2, 2015 Author Share Posted December 2, 2015 Scrapped the old Blake, it was giving me too much trouble. Here's Blake V3. Quote Link to comment Share on other sites More sharing options...
ghast Posted December 2, 2015 Share Posted December 2, 2015 that looks hella cleaner. good job Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted December 3, 2015 Author Share Posted December 3, 2015 More polishing on Yang V2. Weiss got a hair ornament, collar bones, and a new eye colour. Ruby has a tweaked face shape and better shading. Qrow's streaks of grey hair look a bit weird. Couldn't really reference any existing mugs for it, the only character with salt-and-pepper hair is Duessel and that's only around the temples. Does anybody else notice that spriting causes eye strain much faster than normal computer use? Especially when I zoom out to 1x to check how I'm doing. Quote Link to comment Share on other sites More sharing options...
BlueLeafeon Posted December 4, 2015 Share Posted December 4, 2015 More polishing on Yang V2. Weiss got a hair ornament, collar bones, and a new eye colour. Ruby has a tweaked face shape and better shading. Qrow's streaks of grey hair look a bit weird. Couldn't really reference any existing mugs for it, the only character with salt-and-pepper hair is Duessel and that's only around the temples. Does anybody else notice that spriting causes eye strain much faster than normal computer use? Especially when I zoom out to 1x to check how I'm doing. The last guy is pretty cool, but I think his shoulder needs to be shaded a bit more like it's round instead of flat. Also, yes I completely agree; spriting can definitely be hard on the eyes. (not as hard as reading a white-background page for long periods of time, but definitely hard on the eyes at times.) Quote Link to comment Share on other sites More sharing options...
Maritisa Posted December 4, 2015 Share Posted December 4, 2015 (edited) (not as hard as reading a white-background page for long periods of time, but definitely hard on the eyes at times.) Really? I find dark background pages to be much more painful on the eyes... But yeah spriting is definitely kinda harsh if you do it for too long, depending on your layout, what program you use, what zoom level you work at, and what colors you're using... Using oversaturated colors at all, especially, is going to equal pain; thankfully most people aren't insane enough to use MSPaint defaults in their sprites. But like, Ruby's red or Yang's yellow, I can definitely see them hurting the eyes if you're zoomed in and staring at them for too long. Ouch. Edited December 4, 2015 by Ritisa Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted December 7, 2015 Author Share Posted December 7, 2015 Here's the somewhat anachronistic Coco! Her minigun is now a Brave Ballista, allowing her to annihilate enemies with ease at the cost of low mobility and complete lack of enemy phase. I know the ruffles are a mess. I have no idea what I'm doing and nothing to reference :/ And yeah, Yang's yellow was a bit too searing. I've gone back to the old shade and reduced the use of the border colour. Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted December 8, 2015 Author Share Posted December 8, 2015 Jaune is now no longer a crappy Franz recolour! Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted January 23, 2016 Author Share Posted January 23, 2016 Finally getting around to Ruby's animation. Tried something new with help from Smirks! Quote Link to comment Share on other sites More sharing options...
CobyTheGoober Posted January 23, 2016 Share Posted January 23, 2016 Is this how it naturally looks when inserted into GBA? Because if so, I think it might be too fluid. By too fluid I mean that with that sort of smoothness, you don't get much of an impact or oomph when the weapon lands on the opponent. Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted January 23, 2016 Author Share Posted January 23, 2016 It's straight out of Blender on top of a GBA screenshot. Once I remove a few frames and add in some motion blurs, the smoothness problem will be gone. Quote Link to comment Share on other sites More sharing options...
CobyTheGoober Posted January 23, 2016 Share Posted January 23, 2016 Sounds good. Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted January 23, 2016 Author Share Posted January 23, 2016 Not so smooth now, also gravity-defying capes are fun. Quote Link to comment Share on other sites More sharing options...
Enaluxeme Posted January 23, 2016 Share Posted January 23, 2016 This is awesome. Will you use the current animation as critical? (I haven't read the other posts) Quote Link to comment Share on other sites More sharing options...
CobyTheGoober Posted January 23, 2016 Share Posted January 23, 2016 When the scythe spins it looks like it hits the ground. Maybe you can make it so that when the scythe's blade hits the ground, dirt will splash where the scythe hit the ground? Quote Link to comment Share on other sites More sharing options...
Maritisa Posted January 23, 2016 Share Posted January 23, 2016 It's good to see you back at this! Also yeah 3D animation guidelines work wonders for creating anims like this, both spritework and general 2D. It saves a lot of guesswork on the in-between because the keyframes do it for you. Looking forward to seeing what comes of this method! Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted January 23, 2016 Author Share Posted January 23, 2016 When the scythe spins it looks like it hits the ground. Maybe you can make it so that when the scythe's blade hits the ground, dirt will splash where the scythe hit the ground? That's just a trick of perspective, it doesn't actually touch the ground: I might add a dirt splash to the crit though. Dirt splashes are fun. Quote Link to comment Share on other sites More sharing options...
ghast Posted January 24, 2016 Share Posted January 24, 2016 i am so trying this method out sometime Quote Link to comment Share on other sites More sharing options...
Lt.Smirks Posted January 25, 2016 Share Posted January 25, 2016 Dude that turned out way better than mine ever did. Great job! Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted January 26, 2016 Author Share Posted January 26, 2016 Okay, normal attack is done! Now I just need to make a crit. Quote Link to comment Share on other sites More sharing options...
Masterplan201 Posted January 26, 2016 Share Posted January 26, 2016 The normal attack animation already looks like a Good critical haha, Good Job looks great. Quote Link to comment Share on other sites More sharing options...
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