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-   -   Censor's Sprites - Must Keep Practicing (https://www.pokecommunity.com/showthread.php?t=203318)

CensorFairy December 18th, 2009 6:27 PM

Censor's Sprites - Must Keep Practicing
 
Alright- I'm happy to finally present my sprite showcase.
I sketched them, sprited them, and now I need crits.
Hopefully with a showcase like this you can help me improve my abilities.

Fakemon - I could really use advice here- They just don't look right. D:


Trainers - I feel fairly comfortable with these

Esper December 18th, 2009 8:32 PM

I'm glad to see you've been looking at Chesu's tutorials. They'll definitely help you hone your skills.

So, to start let's talk about outlines. Yours look bulky and thick because you're using more than you need. Most of the time when a line curves you should continue at an angle rather than with up/down, left/right connections. Here's an illustration to help explain:

http://www.pokecommunity.com/picture.php?albumid=4467&pictureid=36874

You get a much cleaner line this way. Each of your sprites could be improved by smoothing out the lines this way. With a pokemon-style sprite an outline should also contrast with the surrounding areas (oh, and by the way, this also applies to other lines, such as eyes and mouths, not just the outside line work). Your yellow fakemon's outline is only slightly darker than the body so it's not easy to see.

As for the designs, they are pretty symmetrical and so look a bit flat. They don't have much in the way of shading either. The trainer's pants have some lighting, but it's in the center of each pant leg, as if the light were coming from directly in front of the sprite. A typical pokemon sprite has the light coming from the left and above so in general you should expect to see the left sides of sprites looking lighter and the right sides looking darker. You've done that in a kind of basic way, but the candle, because it's a cylinder, would have it's entire left side lightened. You only highlighted the upper left corner. Legs, arms, and torsos are also generally cylindrical so the same kind of shading should go on them. Really, you have to treat a sprite (unless it's a sphere like Voltorb) as separate pieces that might each need their own highlighting and shading.

You probably already know, but you have some weird proportions on your trainer. The arm with the pokeball is almost twice as long as the other arm (the distance from shoulder to elbow is about as long as the other arm) and there is a lot of hair on that head.

Keep looking at tutorials and also look at the official sprites to see how they work. Good luck on your sprites.

CensorFairy December 18th, 2009 9:01 PM

Thank you, this helps a lot! Time to get to work.

Edit: Updated the trainer sprite- kept the hair volume simply due to stylistic preferences
Also updated the yellow blob and the ghost- Having trouble with the candle atm.

CensorFairy December 23rd, 2009 12:44 PM

Bumpin while I work on more sprites.
Edit: Not too fond of the new sprite but not sure of how to fix him up.

Eevee-Freak December 24th, 2009 2:01 PM

The fakemon look a little too flat, try to edit the shading a little so they wont look flat anymore. And about the trainers, i think you should try to look to the official sprites for the shading, its really hard so its ok, just keep practicing;)

master morty December 25th, 2009 11:00 AM

shading is mostly perfect. The shape needs work though

CensorFairy December 31st, 2009 1:09 PM

Bumpin while I work on a new sprite.
Thanks for the advice
2k- Right now I'm actually having trouble finding sprite refs.
I was using some from platinum but the sheet was too big.

CensorFairy January 3rd, 2010 7:35 PM

There- updated most of the sprites. Don't think I should add anymore till these are good.

aкισ January 9th, 2010 7:32 AM

Not bad, i actually just got into spriting, i love it.

and i realize your making your trainers from scratch( right ? ) which is good, but look on DeviantART you can find some Bases for trainers[:


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