Well, black is the best color for creating contrast(I mean knife-edge contrast!) in pixelart. When working with smaller sprites that easily clutter, using some strategic black can make all the difference. Larger sprites don't need a proportional usage of black, but it still needs to be used in the right manner.
Since I'm not about to write a tutorial on it - here's one I prepared earlier (by Tsugumo)
woah wait, that's your tut? I've read that years ago and days ago. I'll pay more attention this time around but for the most part I enjoyed your tutorial.
PS: you rank in the Google engine pretty well
Originally Posted by Reno woah wait, that's your tut? I've read that years ago and days ago. I'll pay more attention this time around but for the most part I enjoyed your tutorial.
PS: you rank in the Google engine pretty well
Ha ha, thanks, but I didn't do them. That's why I wrote "(by Tsugumo)", though I see how my TV-chef line could come across as meaning I did.
Anyway, Tsugumo's articles are the best. It's mainly those I've followed, and I'm personally proud of how my spriting have improved over the years.
They are good tutorials, but no one should ever have to draw frame by frame like that. You can achieve the street fighter sprite much simpler (and a hell of a lot smoother) with polymorphic tweening than hand drawing sprites and scanning them in, although granted it is a good idea to know how your sprite is going to move, which in that case stick figures will do just fine.
Fun fact about polymorphic tweening, it came out around the same time as 3D started to get to a decent workable state, and it might've even been more popular, however, the hardware at the time could not handle the technique very well (nor was the software sophisticated enough to handle the "tweening" aspect of it), so it was never used commercially for anything more than stills and box art. The technique basically consists of making a character out of many different shapes, then deforming them to illustrate movement. And of course, depending on which software you use, you'll only have to place the shapes in specific key frames rather than every single frame.
This was an intro one of my good friends made for Abattoir, who uses this technique for the characters, although this is one style, you can essentially make it look like anything.
If I finish my christmas compo project, I'm using this technique for the characters as well.
EDIT: Here's an old video of the gameplay, if anyone is interested.
Edited by HorrendousGames
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That Really Hot Chick
now on the Xbox Live Marketplace!
oh i remember a reno and i believe he was even ginger.
IF you are the reno that's on my msn and I even talk to some times I totally REMEMBER you.
if you aren't thats okay: welcome back. enjoy your stay and have a nice time.
talking about pixel art: seriously there are a lot of great tutorials on the internet about pixel art. they are well written and will point out everything you need way better than we can on this thread.
my personal advice is get some NES roms and take a lot of screenshots. look at the sprites. later move on to SNES and look at those sprites and then later look at the shading. you should care about the shading later. getting the sprite right should be your main concern first- first line art, then colouring. thats the way it goes in any form of art.
you might also drop by at deviant art or pixel joint and look at their pixel art to see how others do it.
i hope that helps
edit: i might mix up names here now but is it reno mcdonald?
Originally Posted by MasterM oh i remember a reno and i believe he was even ginger.
IF you are the reno that's on my msn and I even talk to some times I totally REMEMBER you.
if you aren't thats okay: welcome back. enjoy your stay and have a nice time.
talking about pixel art: seriously there are a lot of great tutorials on the internet about pixel art. they are well written and will point out everything you need way better than we can on this thread.
my personal advice is get some NES roms and take a lot of screenshots. look at the sprites. later move on to SNES and look at those sprites and then later look at the shading. you should care about the shading later. getting the sprite right should be your main concern first- first line art, then colouring. thats the way it goes in any form of art.
you might also drop by at deviant art or pixel joint and look at their pixel art to see how others do it.
i hope that helps
edit: i might mix up names here now but is it reno mcdonald?
Yes thats me, believe it or not I'm no longer ginger (although I never had freckles or ultralight skin ) as the sun has died my hair to a light brown. so suck a dick but thanks for remembering me
Originally Posted by Eternal Man [EE] I personally dislike polymorphic tweening, I think it contrasts too much with the rest of the gfx (if you are making pixel gfx that is).
That has to do with your particular art style, not the technique itself. Like I said, the technique is basically deforming various shapes, and it can work for any art style. For instance, my christmas compo project balances this perfectly. If you wanted to go for a more pixel gfx style, you certainly could.
@Gamester: I don't know of any tutorials online anywhere, although I'm sure they'll have them. Since it's one of those techniques that isn't talked about much, almost forgotten, it doesn't really get around. I personally learned it from a good friend of mine, who's a college educated artist/animator. I might do a tutorial on it, but he's really good at explaining things, so I'll see if he'll be interested in doing a few tutorials.
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That Really Hot Chick
now on the Xbox Live Marketplace!