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Isometric Sprites

Started by cgpIce Feb 20, 2012 at 1:25 AM 6 replies 4.7k views
Original Post
cgpIce
cgpIce
Hello,
Well, I haven't messed with sprites for a year or two, Here I will post my progress of Human and Animal sprites and I'll be looking for some feedback, anything from comments, to advise would be much appreciated. Not much to say besides here it is:


Human


Outline Attempt # 1:

[attachment=7354:sprite test.png]

Outline Attempt # 2:
?Reduced stomach size

[attachment=7356:sprite test 2.png]

Outline Attempt # 3:
friend suggested I add a belly

[attachment=7357:sprite test 3.png]

"Skinned" using outline 3:

[attachment=7359:colord sprite 2.png]

Updated Outline:

[attachment=7360:sprite test 5.PNG]

"Skinned" New outline

[attachment=7362:coloured sprite (f and b) 2.PNG]

"Skinned l and r" new outline:

[attachment=7363:coloured sprite (f b l and r) updated.png]

"skinned" iso l and r new outline:

[attachment=7364:coloured sprite (f b l r ur and ul).png]

"skinned" iso l and r new outline + recolor:

[attachment=7365:coloured sprite (f b l r ur and ul) updated and better.png]

"skinned" iso new outline:

[attachment=7367:coloured sprite all.png]

"skinned" iso new outline small neck edit:

[attachment=7368:coloured sprite all 2.png]
Ashaman73
Ashaman73
For an isometric view I would sugguest to render your sprites from a model package like blender or DAZ. Atleast it helps alot to get the perspective right, even when painting over the rendered versions.
menyo
menyo
Yeah model, texture and rig your sprite and shoot stills from it at a orthogonal isometric angle and that would save a lot of work. Imagine creating every frame for each character from 8 different angles. It's a lot of work.
cgpIce
cgpIce
eh, I'm going to pixel all of them by scratch, I had planned to do so from the start and I'm not a big fan of the "model" method. Any opinions on what I do have rather then opinions on my methods?
menyo
menyo
Could you post versions of 400% zoomed in so we can comment on it better without opening them in a app.

Try to avoid pillow shading but pick a light source.
cgpIce
cgpIce
Here is a zoomed version

[attachment=7446:zoomed.png]
menyo
menyo
The arms look a bit long since in side view they are almost behind the character in the front view they are drawn as long as his boxer short, so they are a look a lot longer. Since you want isometric sprites i think the head should be pushed one pixel down because of the angle. The pillow shading does not look very professional. For some more pro tips go to pixelation.com, there are some really good pixel artists there that can give you quality advice.
Zacherien
Zacherien
Eyes shouldn't be level on an isometric viewpoint. Maybe have the one closer to the camera a pixel down or something.

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