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Miss Kaguya

Feedback on my model sprite

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Practicemodel.png

 

I'm new in the place and I have no idea if this is the best place to post this here. Besides the lack of color and style I'm just testing the walking animation for future sprites and I'm having problems with spriting when the character walks to the left and right. I know I have an issue with it but I would also love if others can find some issues when the character walks up and down if you guys can.

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This is the place to put it :)

Aww, this little guy is like a tiny little doughboy! (You may find I say this too often =.=") Oh...but he has no shoulders D: Plus, people don't usually kick their feet up like that when they walk. Just a little note I realized as I went to the kitchen and came back :) The arms are also a little shapeless, looking a little bit like those long balloons that magicians always make into little balloon animals...

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model.png

 

                  modelfar.png

Sorry about the first huge one but I'm showing how it looks close and far away. When I read your post I did tried to make shoulders on the little doughboy (nice name for this model) and the arms became less balloonish. I know that the legs don't make a kick like movement but I never seem to make them appear like the character is walking which I'm having a problem.

 

 

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Ooh, the shoulders are better now! :3 Doughboy doughboy doughboy...(I really use that word way too often, and not because I repeat it over and over and over, haha). The arms are also better. Maybe lower the foot angle to stop the "kicking" motion, but you could bend the knee up a tiny little bit to suggest the cyclic walking motion. Simplify to fool the eye! :)

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I think it's really cute! You could put a lot of details on that sprite base so it's a really good thing that you aimed for a tall-style.

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Practicemodelf6.png

Okay on this one I'm sure I fixed some issues with walking to the left and right side. Plus I decided to test on the face to see which face style suits Doughboy.

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Lol, official name, he's now sired as Doughboy. The third sprite in the top row looks really...odd...like he's dancing almost. Aww, and tiny little tummy...okay I'll stop. ^^" His eyebrows look a little too straight, and I know it's tough to work with pixels like that, but just one pixel down on the edges could do for different expressions if you even want to go that far.

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doughboyf6.png

Doughboy is fully colored and made some changes on his model. And let the critique begin... now.

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Nice! The ears stick out a little too much for my taste on such a small scaled sprite, but that's just a minor thing. Well-executed coloring. His face looks a little crowded (especially compared to the chibi VXA ones) but that's still fine :)

Nice work!

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It is only natural for the face of her sprite to look crowded compared to the default chibi characters because it(the face) has lesser space. The eyebrows looks a bit thick to me. Maybe you could reduce it just a little bit? Overall, the sprite looks amazing to me because I have no talent in spriting...

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I had a little mess on with this for a minute or so. 

You can loose the eyebrows, use the top of the eyes for emotions. It'll make it easier when you add hair later on.

Same with the mouth really, it could be removed, sometimes it's only shown when the characters mouths open or there's facial hair there. So you may struggle with that aspect if they remain.

 

Also the colour count is rather high, 10~20 colours would be more than enough for a base. At the moment you have 42, I know sometimes people think that it needs to be that high but there's colours in there that are so close you'd not be able to notice if they're altered.

 

A suggestion I'd make is to do some mock outfits and hair & hats to test if there's any issues with the model/layout.

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Wah, 42? (Wait...how did you know that...?)

Oh yeah, and by the way, remember that designing map passability will be hard with Doughboy because he takes up a different size :\

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The sprite is more than fine, the only bone I have to pick is that the arm proceeding forward with the step has to be opposite of the leg.

The sprite is walking with an advancing right foot and right arm, try doing that in real life, feels weird. That's the only real thing that

needs to be fixed, other than that its fine.  :)

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Oh yeah, I didn't think of that either. (No wonder it looked a little like he was dancing.) By the way, Miss Kaguya, if you want to see accurate (or sort of more, I guess?) models, you can always look at regular Mack sprites. They move much more naturally than the chibi Ace ones.

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Okay, I'll fix it. And I will make some changes that will appeal to folks more (but the eyebrows will stay, it reminds me of Toon Link).
Yesterday I've been checking on it and did took off some unnecessary colors that were random that I swore I token off. Tomorrow or the day after tomorrow I'll post the newer one.
Thanks for you're feedback guys. ^.^

 

EDIT:

 

doughboyf6-1.png

 

I just removed the extra colors and worked on the movement on the arms and legs. I think I almost got this. Next step is polishing the back sprites.

Edited by Miss Kaguya
  • Like 2

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Excellent! (I'm assuming you're using these for your own game? There's no way this is all just for practice, right? *disbelief*) Are you planning on making a matching girl sprite? :3

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You probably this thread should be called Miss Kaguya's sprite critique.

Well during these past days I've been messing around a lot with Gale so I made some generic furniture.

 

furniturepractice.png

 

It's my first time and I can see some problems (and the hideous blue furniture will go away). I also am having problems with the placement of the leg tables and chairs.

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*applause* Bravo!

The hideous blue furniture is not as hideous...well, the color is kinda not my thing yeah, but the design isn't hideous :P The issue with the table legs is that you should be able to glimpse the back legs of the table; that way it looks likes it's four-legged and not a bipedal table ^-^ The chair legs, I see what you mean but I'm not sure what's wrong, cuz I'm having trouble with it too :P Maybe it's because the back of the chair is shorter than the legs...makes it look leg-big...I guess? Also that middle chair looks a little fat and flat ^-^

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I like your designs so far. It is always difficult to put objects into a perspective that looks good on screen with all the other objects. Your chairs for example look like they were drawn from different vanishing points and eye-level is slightly above the horizon. The RTP has a strange perspective that allows the player to see the top and front of objects simultaneously. It is a slightly elevated, birds-eye view but not necessarily using lines that follow vanishing points. Check out how shapes are laid out in the RTP set. This will help you when you design items around similar shapes. :)

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furniturepractice-1.png

 

Okay I made some changes. It's still not great but I think I'm getting a bit better. Also I made some lamps.

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furniturepractice-1.png

 

Okay I made some changes. It's still not great but I think I'm getting a bit better. Also I made some lamps.

The chairs definitely look better than before. Keep up the good work!

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*nods* Already better! And already awesome in the beginning because it's pixel art, and I seriously can't do pixel art. ^-^ I know a lot of furniture in RPG Ace (or any engine, really) is non-proportional, but those lamps are seriously almost as large as the chairs. Unless they're floor lamps....and they don't look like floor lamps if that's the case.

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Prepare for a new model. I think this style is a bit better than Doughboy, so what do you guys think? If you guys can tell the left side is male and the other is female.

 

differentstyle.png

 

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Yeah, it's easy to distinguish the genders of your new model - just mind the walking cycle. The walking cycle doesn't just pertain to just Male and Female, it can also show traits and personalities such as Eccentric, Mellow, Aggressive, Deprived, etc. But it's not necessary to create 8 different walking cycles, you can always just stick to the Masculine and Feminine cycles for easier production.

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I can tell. A little hard without hair, but visible nonetheless. The arms seem to get larger as they progress towards the hands...so I know that the hands have to be larger than wrists of course but for some reason it reminds me a little of a balloon. Or a triangle. Or...

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