Eckirion Posted November 17, 2013 Author Share Posted November 17, 2013 Uuum..... I think giving it more antialias would make the hair like darker. But the second option is better cause I want my portrait to be simple yet endearing to my taste. The nose problem is already fixed 2 days ago. And for my second draft... Thanks for spotting the problem, It is still on work and until I get it smooth I won't color it.:-) Quote Link to comment Share on other sites More sharing options...
Eckirion Posted November 20, 2013 Author Share Posted November 20, 2013 Update, hope this one is okay so I can proceed towards coloring it. Quote Link to comment Share on other sites More sharing options...
47948201 Posted November 23, 2013 Share Posted November 23, 2013 Oh whoops, sorry for not specifying, the second option was antialiasing. Pillowshading on the left, antialiasing on the right. As for the lineart, nothing really stands out to me, but I'm not the best at answering that kind of thing ^-^; Quote Link to comment Share on other sites More sharing options...
Eckirion Posted November 28, 2013 Author Share Posted November 28, 2013 UPDATE: How's the coloring so far? Quote Link to comment Share on other sites More sharing options...
Eckirion Posted December 1, 2013 Author Share Posted December 1, 2013 The second one is completely done... It seems that no post were seen after the update marking the coloring of the face perfect ( or so I will thought ). Here is the finish product: She will be one of the playable antagonist of the game I'm still thinking. Quote Link to comment Share on other sites More sharing options...
Parrhesia Posted December 1, 2013 Share Posted December 1, 2013 Compare the shading to an official sprite. It's not a favourable comparison. Quote Link to comment Share on other sites More sharing options...
47948201 Posted December 1, 2013 Share Posted December 1, 2013 Oh whoops I didn't see the previous post, there's still some banding on the sides of the hair (the top is looking better though, if a little light on blending around that dark part) But anyway, it's not looking very FE style, but I do kinda like the style. The only other thing "wrong" I see is that there seem to be two light sources on the armor and a ton of ambient light on the hair (there's no consistent direction the shadows go in that I can see) But it is getting good to a point beyond where I can help much, so I guess that's good? ^-^; Quote Link to comment Share on other sites More sharing options...
Haku Posted December 1, 2013 Share Posted December 1, 2013 I think you should try and familiarise yourself with splicing first before attempting full customs Quote Link to comment Share on other sites More sharing options...
Eckirion Posted December 2, 2013 Author Share Posted December 2, 2013 I think you should try and familiarise yourself with splicing first before attempting full customs No need too. I just realize that I lack the visualization of where the lighting and shading should be. I just finished editing the portrait ( or at least not that yet ) just yesterday after 47948201 posted his comment about lighting. To me, splicing is far too difficult than original and custom portraits. Its just like how I do my battle or map sprites: They always have the original sense to them. But thank you for the suggestion. I'm still beginning and I still have to tackle the biggest wave: To be on par with some renown spriters and hackers, I will never be left behind and I will ( not shall ) prove it. Well it seems I'm going out of the topic but just to make my point. The only thing that I have never tackled and made a satisfied finish is... MAPPING. Quote Link to comment Share on other sites More sharing options...
Freohr Datia Posted December 2, 2013 Share Posted December 2, 2013 Um, sorry, but as long as you don't understand the way original FE sprites are made (which can more easily be done through splicing), then you aren't really going to be getting far very quickly. I'm fairly certain that all of the super good spriters you mention started their path through splicing. If you won't splice, maybe at the very least study the... idk what word I'm searching for, but perhaps "mechanics" or "physics" of existing FE sprites, because you've still got a lot you haven't been following. It's also easier to see what you've been doing wrong, imo, after becoming familiarized with the FE style. Don't forget the spriter's resource as well, because that has useful information that's probably also helped a lot of the talented spriters here. Remember the rules about anti-aliasing and pillow shading (because I see you've got some pillow shading going on and even zoomed out it makes the shading look kind of odd). There are a lot of things that you still need to check out with regards to FE style sprites, but if you want something to start off with I'd say definitely check out the way faces in FE look and are shaded, like the way their eyes are, the eyebrows, mouths, chin shape, and even shading around other objects like the hairline or clothing. Anyway, while I did ramble off a bit my main point really is that you shouldn't discard the splicing suggestion so quickly, because it's a good and practical suggestion. But if you refuse to splice for being too difficult, at least realize that there really is still a lot you have to learn and study FE sprites more, because so far it seems custom-spriting and making the sprite look like a FE sprite is still pretty difficult for you as well. Quote Link to comment Share on other sites More sharing options...
Ump Posted December 4, 2013 Share Posted December 4, 2013 Well I started out doing full customs and only did a few splices and edits. I eventually learned tricks and got better from criticism, looking at sprites and pictures zoomed in, and just learning from old mistakes. One trick I learned that I think would be helpful to you is comparing your outline to existing mugs. In paint, you can select the background as your second color, then set your selection as transparent so you can drag your outline over other mugs with similar poses to get proportions and stuff right. Another thing is trying your best not to pillow shade. Even if you don't shade properly, try your best not to pillow shade, because you'll eventually figure out what works, but if you keep pillow shading you'll get it wrong every time. When I started out, I used Asvel's tutorials. This isn't the exact one I used, but hopefully it can help you the same. http://img.photobucket.com/albums/v218/cardelocke/mug_spriting.png As a sidenote, you generally want to avoid using the outline color on anything but the chin, eyebrows (with darker skin colors so that it blends well), and just a few pixels at the top of the eye. Quote Link to comment Share on other sites More sharing options...
Eckirion Posted December 8, 2013 Author Share Posted December 8, 2013 Updates: Starting with the Ebilen animations ( A swordfighter wielding a sheathed sword ) for the Ebilen class which maybe the tier 2 of swordsman. Still unfinished. Credits to Whitewolf 8 for the base or standing frame and the animations all to me. Quote Link to comment Share on other sites More sharing options...
Lord of Gabriel Knight Posted December 8, 2013 Share Posted December 8, 2013 He seems to double in size when he attacks. Quote Link to comment Share on other sites More sharing options...
Eckirion Posted December 8, 2013 Author Share Posted December 8, 2013 He seems to double in size when he attacks.Really? Doesn't look like to me but oh well, let's see what can I do about it. Quote Link to comment Share on other sites More sharing options...
Haku Posted December 8, 2013 Share Posted December 8, 2013 GabrielKnight's right, the last four frames are too big... Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted December 8, 2013 Share Posted December 8, 2013 I'm pretty sure Wolfie (WhiteWolf 8) already made an animation for that... Also he does get bigger: http://gyazo.com/e8275752e69f749a025b79648414f764 Even though he's leaning in the attack frame he is taller than his stand frame. Quote Link to comment Share on other sites More sharing options...
Eckirion Posted December 10, 2013 Author Share Posted December 10, 2013 Okay! I already fixed the error of the frames where the Ebilen class goes gigantic when he is leaning. Will include a female version of this. Quote Link to comment Share on other sites More sharing options...
Eckirion Posted December 18, 2013 Author Share Posted December 18, 2013 UPDATE: Okay! Seems the normal hit is done, all it's left is the critical, dodge, magic sword and crit magic sword and if I find time, I will add a skill activation animation. Quote Link to comment Share on other sites More sharing options...
Eckirion Posted December 24, 2013 Author Share Posted December 24, 2013 I made this for a while which will be Yuer's portrait. Quote Link to comment Share on other sites More sharing options...
Haku Posted December 24, 2013 Share Posted December 24, 2013 That is definitely an improvement, it looks much less pillowy. The head is a bit squashed though and the hair line needs to be redone I think. Perhaps a bit more shading on the neck too. Also do you have a gif for that animation sheet, I'm interested in seeing it animated :P Quote Link to comment Share on other sites More sharing options...
Agro Posted December 26, 2013 Share Posted December 26, 2013 (edited) The features are all far too low on her face. The eyes need to go up about 3 px and the mouth/nose 2 px. The ear is also tiiiiiiiny XD Edited December 27, 2013 by Agro Quote Link to comment Share on other sites More sharing options...
ghast Posted December 27, 2013 Share Posted December 27, 2013 you should battle sprite more often Quote Link to comment Share on other sites More sharing options...
Eckirion Posted December 28, 2013 Author Share Posted December 28, 2013 The features are all far too low on her face. The eyes need to go up about 3 px and the mouth/nose 2 px. The ear is also tiiiiiiiny XD She is still a minor... Quote Link to comment Share on other sites More sharing options...
Kon Posted December 28, 2013 Share Posted December 28, 2013 Being underage does not mean her face has to look deformed. :/ I would really recommend splicing as opposed to customing right now, as your current attempts are really rough and badly shaped/shaded. >_< Quote Link to comment Share on other sites More sharing options...
deleted35362 Posted December 28, 2013 Share Posted December 28, 2013 I think you should try and familiarise yourself with splicing first before attempting full customs No need too. I just realize that I lack the visualization of where the lighting and shading should be. I just finished editing the portrait ( or at least not that yet ) just yesterday after 47948201 posted his comment about lighting. a while ago, i would get into some arguments with people about whether or not developing spriters should splice first ratheer than jump into full customs, because that's...kind of what i did? and also back then when i was still decent at mug spriting, i still wasn't even any good at actually splicing. if you don't want to do splices, i recomment editing over existing sprites so you have more of a basis to work off of and when you're trying to uh...for example, draw a shoulder pad on leila or something, you have a good basis of sizes and shapes to familiarize yourself with in the first place, and an ocean of pixels next door to remind you what the anti-aliasing is supposed to look like. i in fact, almost never did full customs unless i was drawing an animal or something. i just took an existing mug with a pose similar to the one i want, and sprited over it beyond recignition(mostly). Quote Link to comment Share on other sites More sharing options...
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