Additional NPCs

For discussing and sharing all forms of artwork related to the game

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alenacat
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Postby alenacat » Wed Sep 12, 2007 12:46 pm

Hey all, not been around much! I made this a while ago but I think it's too big for the game! and her arms look a bit skinny, the head too big.
[img:35:73]http://cat-biscuit.com/blog/wp-content/uploads/2007/08/ayla_d2.gif[/img]

I still love doing pixel art. Since graduating I've been looking for jobs and commissions like crazy, it's a tough world.
Gallivan
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Postby Gallivan » Wed Sep 12, 2007 7:25 pm

I think the larger head gives her a hunched appearance, which might be why the walking reminds me of some sort of undead.
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Jetryl
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Postby Jetryl » Wed Sep 12, 2007 8:51 pm

alenacat wrote:Hey all, not been around much! I made this a while ago but I think it's too big for the game! and her arms look a bit skinny, the head too big.
[img:35:73]http://cat-biscuit.com/blog/wp-content/uploads/2007/08/ayla_d2.gif[/img]


That's neat, but as you said, it completely doesn't fit into allacrost.

alenacat wrote:I still love doing pixel art. Since graduating I've been looking for jobs and commissions like crazy, it's a tough world.


w00t. :D
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ChopperDave
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Postby ChopperDave » Thu Sep 13, 2007 12:04 am

I still love doing pixel art. Since graduating I've been looking for jobs and commissions like crazy, it's a tough world


Take a look at any company that makes DS games or casual games. The majority of those are 2D games that need pixel art.
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Jetryl
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Postby Jetryl » Tue Oct 16, 2007 7:56 am

It started as an edit of Alenacat's lady in the red dress with the blue hair (which I myself actually did some major work on, back in the day), which rapidly got out of control. This is a female shopkeeper:

The perceptive among you will note that this borrows heavily from both Vanica and Marcus - especially from Marcus' color set. I don't know what dark voodoo Safir-Kreuz does to pick those colors, but damn does he pick them well. I wish I could do that (color is kinda one of my weak points). :cry:

[img:32:64]http://allacrost.org/staff/user/jetryl/NPCs/demosAndSingleFrames/woman_npc01_walk-s.gif[/img] [img:32:64]http://allacrost.org/staff/user/jetryl/NPCs/demosAndSingleFrames/woman_npc01_walk-n.gif[/img] [img:32:64]http://allacrost.org/staff/user/jetryl/NPCs/demosAndSingleFrames/woman_npc01_walk-w.gif[/img]
[img:192:256]http://allacrost.org/staff/user/jetryl/NPCs/woman_npc01_walk.png[/img]
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Rain
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Postby Rain » Tue Oct 16, 2007 10:02 am

Damn, that looks good.
'When Zeon lost his powers, he fell to Earth, and created a giant crator where he hit. His moan destroyed the mountains and the crater was buried by the debris.'

(of Zeon)

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Jetryl
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Postby Jetryl » Sat Nov 17, 2007 2:07 am

Posted for other's benefit:

Jetryl wrote:Here's C&C in pictorial form. Notes:
1] The far foot is visible, which makes this look -not- like a direct side view (which would be bad).
2] I did some subtle modifications to the head, and it is in fact dimorphic (e.g. different) for each direction - but the bangs are the only difference you need to draw between the two sides.
3] Lots of other little stuff that isn't worth mentioning - note that for hair, or for shading in general, if you have some texture which in the dark region consists of "a dark shade of the color next to black", when you move towards the lighter section, you can have "a light shade of the color next to a dark shade". But the trick is to actually put the dark shade, then, in the recessed spots where the black used to be. Look at the following image, which isn't really anything in particular (maybe a grooved tire viewed directly from the side?), but is intended to show this "swap" of roles for pixels.
Image


Also - this assignment has expanded slightly - from looking at it, the north-walk frames have no movement of the dress, which they need to have.
[img:192:256]http://www.allacrost.org/staff/user/jetryl/NPCs/woman_npc02_walk.png[/img]



Recap:

These sprites are ready to be animated:
Image Image Image Image


These sprites are in-progress, and you can find all of the "progress so far" in this thread:
Image Image Image Image
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KaelisEbonrai
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Postby KaelisEbonrai » Sat Nov 17, 2007 4:49 am

Ahoy.

I'll give the chap with the (bright) blue hair, a go, if he's not taken? =)
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Postby rujasu » Sat Nov 17, 2007 6:04 am

Ranger M wrote:First part of boy walking animation: forwards

Sorry that this took so long, work caught up with me this week.

[img:32:64]http://img95.imageshack.us/img95/6762/boywalkdownjh5.gif[/img]

Actually, come to look at it properly, his shoulder pad probably shouldn't get as enlarged as the soldier's was and his tunic turns too much, this isn't the final version, but I need to sleep so it will do for now.


This seems to be all there is. Ranger M is not currently active, so I think you can go ahead and work on it.
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KaelisEbonrai
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Postby KaelisEbonrai » Sat Nov 17, 2007 8:40 am

Working on the side (left-facing side, that is), I'm unsure about the arm I've got going atm, but, I'm still slowly poking at it. ;)

This is exceptionally WIP, just an arm, atm. But, hey, release early, release often. ;)

[img:32:64]http://ebonrai.com/allacrost/wip/boy1_d_mid-2.png[/img]

Source:
http://ebonrai.com/allacrost/wip/boy1_d_mid-2.xcf

slight update..

Added the cloth.

[img:32:64]http://ebonrai.com/allacrost/wip/boy1_d_side-4.png[/img]

Source:
http://ebonrai.com/allacrost/wip/boy1_d_side-4.xcf


EDIT: Curses! *mutters* perspective, perspective! Blake.

Ok.. time to rebuild that with the proper perspective.

Ok.. rework of the cloth is mostly done..

[img:32:64]http://ebonrai.com/allacrost/wip/boy1_d_side-5.png[/img]

Source:
http://ebonrai.com/allacrost/wip/boy1_d_side-5.xcf
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KaelisEbonrai
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Postby KaelisEbonrai » Sun Nov 18, 2007 9:26 am

Update, and a bump.

[img:32:64]http://ebonrai.com/allacrost/wip/boy1_d_side-6.png[/img]

Source: http://ebonrai.com/allacrost/wip/boy1_d_side-6.xcf

EDIT:

More updates..

Having a bit of trouble getting the hair to look right, as you can see..

Any suggestions?

[img:32:64]http://ebonrai.com/allacrost/wip/boy1_d_side-7.png[/img]

Source: http://ebonrai.com/allacrost/wip/boy1_d_side-7.xcf
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Jetryl
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Postby Jetryl » Mon Nov 19, 2007 8:25 am

:| Okay, for starters, do all the sprites as pixel art. Map tiles don't necessarily have to be so, but the sprites need to be done that way. I didn't realize this till I looked closely, but this should be adhered to.

A side effect of this is that you'll see how strong of an effect you can get in shading by laying down the most significant (like with bits) color areas. By laying down a mere 2-3 different shades of a given color, you can get nearly all of the effect you'd get with 90 different shades.


By, "do all the sprites in pixel art," I mean, there is a limited color table defined for the sprite. You are expected to use this by just looking at the sprite, and sampling the colors used there. Use only the colors in this table, when you draw things.


I've edited your latest work to both use only the colors that S-K used in his original sprite, and to fix the hair such that it's rendered correctly. In terms of layout, and approximate placement of color, you're mostly correct. :approve:


[img:32:64]http://www.allacrost.org/staff/user/jetryl/NPCs/man_npc03_walk.png[/img]
Last edited by Jetryl on Fri Nov 23, 2007 9:07 am, edited 2 times in total.
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KaelisEbonrai
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Postby KaelisEbonrai » Mon Nov 19, 2007 12:25 pm

how's this one?

[img:32:64]http://ebonrai.com/allacrost/wip/man-npc03-side-3.png[/img]

Source: http://ebonrai.com/allacrost/wip/man-npc03-side-3.xcf

EDIT: I'm just going to note that I'm not presently happy with the boot, its... not bulky enough, as far as I can see. I'll get onto it tomorrow morning.
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KaelisEbonrai
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Postby KaelisEbonrai » Tue Nov 20, 2007 5:51 am

alrighty, slight update, but, at this stage, I'm pretty happy with it =)

[img:32:64]http://ebonrai.com/allacrost/wip/man-npc03-side-4.png[/img]

Source: http://ebonrai.com/allacrost/wip/man-npc03-side-4.xcf


EDIT: Added a second foot.

[img:32:64]http://ebonrai.com/allacrost/wip/man-npc03-side-5.png[/img]

Source: http://ebonrai.com/allacrost/wip/man-npc03-side-5.xcf
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Jetryl
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Postby Jetryl » Fri Nov 23, 2007 9:07 am

I came to a sudden realization as I was editing this sprite, and looking at S-K's Claudius sprite. Something about this sprite was looking stiff, stilted. The realization was simple: Our standing frames for side-views should not be in exact "profile" alignment". The sprite, rather than facing perfectly to the side, should actually be angled some 5-10° towards us. Enough to show the tip of the far arm, and to show a bit more of the far leg, and yet have most other features look like full profile.

For some reason, of which I'm not totally sure, this looks better. It might be because the shape of the body changes quite a bit when we snap into that 1° that makes up profile; suddenly a full arm and leg disappear from view. We're more used to seeing humans from the other 350-odd degrees that they can be oriented in. This is just a guess of course - I don't really know what causes this effect, and it would be absurd for me to attempt to "prove" that with any certainty; the reason for which notwithstanding, angling the sprite slightly to break it "out of the box" looks better. In fact, this is a fix I could stand to make to one or two other sprites of ours...


Anyways, here is a finished front, side, and back pose for this guy. Have at the walking animation frames. :approve:

[img:192:256]http://www.allacrost.org/staff/user/jetryl/NPCs/man_npc03_walk.png[/img]
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KaelisEbonrai
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Postby KaelisEbonrai » Mon Dec 24, 2007 6:51 am


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