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Spriting Tutorials - Pokemon and Trainer

Chesu

Boss Carrot
583
Posts
15
Years
  • This thread is currently being reformatted to make the tutorials more easily accessible.
    The ugly buttons are placeholders until more permanent icons can be decided upon.

    ---

    Spriting Basics

    new1.gif
    new2.gif



    Pokemon




    Trainers






    Future Tutorials

    Pokemon Overworlds| Perspective| Biology
    Overworld Objects| Background Tiles| Props
    Shading Textures | BW Pokemon | BW Back Sprites
    Trainer Back Sprites | Pokemon Type Traits

    ---

    If you have any questions or would like to give feedback
    on the tutorials, click here to leave me a visitor message!



     
    Last edited:

    5qwerty

    [b][font="open sans"]WHOLLY MOLEY[/font][/b]
    2,102
    Posts
    15
    Years
    • Seen today
    Yay! I can't wait for the other tutorials to come out!
     

    Chesu

    Boss Carrot
    583
    Posts
    15
    Years
  • Pokemon Scratch Tutorial #1

    Pokemon Scratch Tutorial #1
    by Chesu


    In this tutorial, I'll be teaching you what I call the circle method,
    or spriting by geometry. First thing's first, open up your favorite image
    editor. I don't care if you just want to read the tutorial, do it. I prefer MS
    Paint, as it presentes a single large environment, but you should use
    whatever you're most comfortable with. The first thing you need
    to do is decide the size of your sprite.


    tut1.png



    This red box represents how big GBA Pokemon battle sprites can be
    with no problem. So long as the sprite fits within the red box without
    overlapping the edges, everything should work just fine... I think I'll go
    with a Pokemon of medium/small size. Before you even start on the sprite,
    you should have a mental image of what you'll be making. I'm actually
    going to be winging it, making it up as I go along.

    The first step in the circle method is to draw some circles with the
    circle tool. Sure, you could freehand them, but the circle tool is faster
    and more accurate. The number and size of the circles depends on what
    you're making... for Geodude, you'd start with a medium circle for the body,
    and two small ones for the hands. If you wanted to make a Nuzleaf, you
    would make a medium circle for the head, two small ones for the hips,
    and maybe an oval or rectangle for the shoulders. I'm going keep it
    simple and make two circles, for a head and body.


    tut2.png



    How many circles did you make? Now, you should consider the pose
    your sprite will be in, and move your circles to reflect that. I want mine
    to be facing the opponent head-on, so the smaller head circle should stay
    on the left side of the body circle. I think I'm going to try for something
    like a cat or a dog, sitting down, so the head circle will go on top.


    tut3.png



    Once you've got your circles situated, you can reshape them.
    I smoothed out the body a bit, and made the head slightly more...
    well, head-shaped. Most quadrupedal mammals have a head that gets
    more narrow under the eyes, so take the jaw line and other facial
    structures into consideration while doing this. I still don't know what
    I'm making, but it has a fairly rounded body. From here on out, you'll be
    experimenting a bit, so you should always make a copy of the most recent
    revision to the sprite, and work on that. To give it some contrast against
    the white background, I'm going to color it a little. To ensure that my
    sprites will blend with everything else in the game, I prefer to use
    the color palettes of existing Pokemon.


    tut4.png



    While looking through Pokemon sprites, Noctowl caught my eye, so I
    grabbed its palette. I also started to draw some limbs. My original idea was
    to draw the leg similar to how a cat or dog's leg looks when they're sitting
    down... there's really no trick to it, just draw how you think it should look.
    Due to how long I made the foot, it turned out looking more like a rabbit's
    leg, so I decided that's what I would be making: a rabbity thing. For the
    forepaws, I just drew some paw shapes, then added little arms. If you
    are having trouble drawing what you have in mind, look closely at a
    reference image. I think I'll color the arms and legs now...
    what kind of limbs did you decide to draw?


    tut5.png



    You probably can't see what the problem is, and I'm not exactly
    sure that I know either, but I just didn't like how the paws looked. I
    tried moving them around, but none of my attempts were satisfactory...
    so, I decided to amputate. What? Don't worry, it'll be fine. If you ever feel
    like something isn't working out, there's nothing wrong with trying something
    else. It's been used before (see Klonoa, Terriermon, and Pokota to name a
    few), but I think I'm going to have my rabbity thing attack with its ears.
    Don't worry, I'll find a way to sneak a lesson about spriting into it.


    tut6.png



    As you can see, the ear on the left is a basic arch shape, while the one
    on the right looks.. well, better. The ear on the right started out looking
    about the same as the one on the left, but I added a few little touches
    to make it look more organic. Let's take a closer look.


    tut7.png



    Upon closer inspection, you can see that one of the major differences
    is that the ear on the right doesn't look as rounded. The ends are very
    different, of course, but you probably haven't even noticed the most
    important thing in the image. Actually, that's because I didn't include
    the "wrong" thing to do it, because I'm so used to doing it the "right"
    way. So, what am I talking about? Well, let's have another look at
    the two circles I started with.


    tut8.png



    So, which circle looks more round to you. The one on the left?
    Well, why? The answer is pretty weird; because the circle on the right
    has a straight line three pixels long connected to diagonal lines. It sounds
    crazy, I know, but that's really what it is. If you want something to look
    natural, you should make sure that the ends of diagonal lines are connected
    to straight lines by smaller straight lines, two pixels long. I don't question it,
    I just know that it works. You also wants to avoid right angles, unless
    you're spriting a Pokemon made of minerals or ice. Yes, there are right
    angles in my sprite's face... I intend to build the nose and whiskers/hair
    tufts around them. Anyway, lesson learned, right? Right. Onward!


    tut9.png



    The sprite's backside was looking a little flat, so I decided to give
    it a tail. Rather than a boring old rabbit tail, I gave it something you'd
    see on a primate or marsupial, with a tuft on the end similar to the ears.
    There is no universal truth about tails (aside from the fact that no matter
    what kind of animal it is, there IS bone somewhere in there, so keep that
    in mind), so it's time to move on to the finer details! Since I don't plan
    on adding anything else to the outside of the sprite, I'm going to be
    working on things on the inside. If you're still working on limbs or
    anything like that, finish up before you continue reading!


    tut10.png



    You already know that I started on the face, so let's talk about
    the eyes. I like to start by drawing a ridge where the top of the eyes
    will be, to make it easier easier to shape them. The eye ridge should be
    based on the shape of the rest of the head, but you'll have to use your
    own judgment to determine how it should look. Only part of the eye on the
    left is visible; there are probably a lot of Pokemon that look like this, due to
    their heads being oriented on the opponent. You want the sprite look like
    it's focusing on something about ten feet away. Also, remember that eyes
    are generally wet-looking, and therefore reflective, which is why you will
    often see a white pixel or two on the colored part of the eye. I actually
    intended for the nose to be at the very bottom of the face when I shaped
    the head, and I may end up changing the sprite's face completely before
    I'm done. When making the nose and mouth, keep the facial structures
    you've established so far in mind. Once you've finished the basic
    layout of your face, we'll move on to shading.


    tut11.png



    Most GBA Pokemon and trainer sprites seem to be illuminated by
    a light source somewhere to the left and above them, so when shading
    your sprite, make it darker on the right and bottom. If you look closely at
    the sprite on the right, you'll see that I used lighter colors in some places
    on the outline. It may seem like a small thing, but you'd be surprised at how
    big of difference it can make in the overall look of the sprite. The shading
    has made me realize just how fat the little guy is, so while you're shading
    your sprite, I'm going to slim it down, maybe add a few finishing touches.


    tut12.png



    Lookin' good, bunny-man! When you want to use multiple colors as I
    did here, just replace the original shades with the new ones in the chosen
    area. Resist the temptation to draw a dark-colored line between the two
    different hues! I'm going to do some last minute shading, and add a few
    more small details. Maybe, with a more slender frame and better
    shading, I'll be able to get the forelegs to look right.


    tut13.png



    Well! I'm surprised, I quite like that. The less noticeable changes I
    made were to alter the shading a bit, mostly along the back and on the
    ears, and to add ear canals. I actually planned on adding the ear canals
    earlier, but forgot until now. If you look closely, you'll see that aside from
    making it more believable as an animal, they also add a dimension to the
    ears that wasn't there before, showing the point at which the back side of
    the ears becomes visible from the front. With that, I think I'm done!


    tut14.png



    Not bad, for two circles put together in MS Paint. It doesn't look
    a whole lot like a Pokemon, but that's just because I didn't give it the
    large head and distinctive face normally associated with the creatures. It
    could also use some markings or tufts of hair on its body, but I'm happy
    with it as it is. I think I'll call it... Marchare, a Normal/Fighting type. A
    little bit rabbit, a little bit cat, a little bit kangaroo, and a little bit
    crazy! So, how did everyone else's turn out? Please, post
    your own made-from-scratch sprites below!

    ---

    If you have any questions or would like to give feedback
    on the tutorials, click here to leave me a visitor message!



     
    Last edited:

    Chesu

    Boss Carrot
    583
    Posts
    15
    Years
  • Shading Basics

    Shading Basics
    by Chesu


    Shading is one of the most important, yet oddly overlooked
    parts of creating Pokemon sprites. Shading allows you to add
    dimension to a sprite that would otherwise have looked flat.
    Take these two shapes, for example.


    tut25.png



    With the addition of three well-placed colors, a red circle can
    become a red sphere. It's hard to explain why, but in short the
    human brain has perfected the art of pattern recognition. This is why
    you're able to recognize your friends from behind... and why, if you've
    ever seen a shiny ball before, the circle on the right will appear to have
    depth despite being identical in shape to the one on the left. This effect
    works exactly the same in reverse, as illustrated by these Voltorbs.


    tut29.png



    As you can see, with its shading removed Voltorb looks... well,
    flat. If you look closely, you'll see that both the shaded Voltorb and
    my sphere have colored outlines, getting darker the farther they are
    from the light source. This is used to build upon the illusions of depth
    and light created by the other shading on the sprite. Speaking of light
    sources, all battle sprites that face you will be lit by something
    above them and to the left... just imagine that the sun is
    somewhere around the opponent HP box.

    A shading technique often used for Pokemon is dithering,
    which allows you to both soften the boundary between two
    shades and artificially add shades to your sprite without adding
    more colors to the palette. This is a throwback to Pokemon Gold
    and Silver, when dithering was used to shade most sprites.

    tut26.png
    tut27.png



    So what, exactly, IS dithering? Well, take a look at the two
    green color palettes above. There's no question which one has a
    larger range of shades, but how many unique colors does each have?
    The one on the left very clearly has four, and the one on the right seems
    to have seven... but they're actually exactly the same. If you look closely
    at the box on the right, you'll see tiny checker board patterns consisting
    of two shades of green; this is dithering. Now, you may not recall
    ever having seen any checker-boarded Pokemon.. but that's
    probably just because you never noticed it.


    tut28.png



    If you would like to see how extensively dithering
    was used in the GBC games, click here. If you think
    of any shading tips I forgot, let me know!

    ---

    If you have any questions or would like to give feedback
    on the tutorials, click here to leave me a visitor message!



     
    Last edited:
    7
    Posts
    15
    Years
    • Seen Jun 4, 2009
    Nice tutorial.

    I was thinking about starting spriting, it'll be helpful. :cer_smile:
     

    Chesu

    Boss Carrot
    583
    Posts
    15
    Years
  • Trainer Scratch Tutorial #1

    Trainer Scratch Tutorial #1
    by Chesu


    In this tutorial, I'll be using the circle method to sprite
    a Pokemon trainer. The process is generally the same as shown
    in the Pokemon tutorial above, though the rules are a bit different.
    First off, you need to decide how big your sprite will be. Remember,
    battle sprites can't be any taller or wider than the red box shown in
    the previous tutorial. I recommend finding an existing sprite that's
    the size you want and using the same proportions. I'm going to
    be spriting the rival for Pokemon Dissension, so my sprite will
    be approximately the same size as the GBA protagonists.


    tut15.png
    tut16.png



    As before, the first step is to make some circles for the
    major body parts. Feel free to use the ones I've already created,
    if you want to. Just like last time, position them with the finished
    product in mind. I actually have concept art to base my sprite
    on, which I highly recommend.


    tut17.png



    Since my sprite will have his back turned to the player,
    looking over his right shoulder at them, I'm putting his left foot
    forward. If you're having trouble placing the feet or drawing the
    legs, look closely at the leg positions of other sprites. Don't
    forget to shape the feet/shoes to fit the perspective.


    tut18.png



    You can start shaping the hips, torso, head... whatever you
    need to, at this point. I decided to reduce the hips, since my sprite
    won't be wearing a jacket, or anything else that would need the wide
    circle I started out with as a reference point. To prevent confusion
    while drawing on the arms and anything else you want to add, now
    is a good time to apply some base color to the sprite. I also drew
    on a jaw line and a simple face, in preparation for the hair.


    tut19.png
    tut20.png

    armed and dangerous


    It's easier to draw the arms separately, then to add them
    to the sprite when you're happy with them. I like to start with
    the shoulder, a circle about the same size as the shoe. If part of the
    arm is going to be behind the sprite, like the left shoulder and hand here,
    draw the arm in its entirety, then position the sprite on top of it. Finish
    the rough shapes of anything else you want on your sprite (don't
    worry, you can come back to them later if you want), then
    move on to the most difficult part of spriting; HAIR!


    tut21.png



    Well, that may have been a little melodramatic, but drawing
    hair is no easy task. What's more, I can't really give you much
    advice, as there are no universal laws on hair. What I can tell you,
    however, is that I like to draw hair directly on the sprite, and that I
    only worry about the outline at this point. Think of how to make it sit
    naturally, remember that hair doesn't defy gravity without reason,
    and try using as many reference images as possible. Once you're
    happy with your sprite's design, you can begin shading it.


    tut22.png



    Shading a only a little different for clothing and hair
    than explained in the two tutorials above, but it's important to
    remember what it is you're shading. A leg covered in loose denim
    for example, is shaded quite differently from a bare leg. The shape
    and position of things has the biggest impact on how they're shaded,
    but remember that, even if you can't see it below them, your sprite is
    casting a shadow. The four protagonist sprites at the top of this tutorial
    are all casting shadows on their left arms; this usually applies to things
    in the background, so keep that in mind if you decided to make your
    sprite stand with one leg forward, the other back.

    I can offer literally no advice on shading hair, since there
    are so many variables. Just keep everything I've said about
    shading in mind, and make sure the style is consistent. If the hair
    is smooth, make the shading smooth... if the hair is rough, enhance
    that. The hair on my sprite is shaggy and a little disorganized, so I'm
    using the shading to make that more recognizable. If you need any
    advice, feel free to leave a comment below, or send me a private
    message. After making a few small changes, my sprite is done!


    tut23.png



    In the end, I decided to make him a bit skinnier, and since
    I wasn't incredibly fond of looking at his butt, covered it with
    his shirt. Little touches, like the shape of his face and the rolled-up
    sleeves, give him a distinctive look. The process for making the large
    sprites used in FireRed and LeafGreen's intro sequence is the same,
    just on a larger scale and with a larger color palette.


    tut24.png



    So, how did your sprite turn out?
    If you'd like to share, post it below!

    ---

    If you have any questions or would like to give feedback
    on the tutorials, click here to leave me a visitor message!



     
    Last edited:

    Fox♠

    Banned
    5,057
    Posts
    19
    Years
    • Age 33
    • Seen May 16, 2011
    These tutorials seem really helpful, great job. :)
    You planning on submitting them to the tutorial thread?
     

    Chibi Robo

    of the entire epoch!
    854
    Posts
    15
    Years
  • I've noticed that there are a lot (a lot!) of projects on the ROM
    Hacking boards that require original sprites, but not quite so many
    spriters willing to do that much work. The people who are willing to do
    the work, those who have the original idea for the hack, usually cannot
    sprite
    As a spriter I am offended by this there are plenty of good spriters willing to sprite for a hack and to me personaly its offensive

    Anyways I like your tutorials they are very well made nice concept too ^^
    I really like what you use for the palettes for the sprites also but when making a sprite in a rom hack the trainer should probaly have his/her head facing to the bottom right hand corner but anyway nice tutorials hope you make more
     

    Chesu

    Boss Carrot
    583
    Posts
    15
    Years
  • Pixel-Over Tutorial

    Pixel-Over Tutorial
    by Chesu


    Tracing over an existing image is probably the easiest way
    to create a nice-looking sprite. The process is so simple, in fact,
    that I have no preamble for it that wouldn't just be the first
    part of the tutorial, so let's just dive in!


    tut30.png



    The first item on the agenda is, as you could have guessed,
    choosing an image to base the sprite on. Things to look for in
    prospective images are a dynamic pose, good color depth, and
    if possible, a head oriented on where the player's party would be
    standing. If you're basing your sprite on concept art for your own
    original Pokemon, make sure that you're satisfied with the image
    before starting. Once the image is ready, it's time to resize.


    tut31.png



    Okay, so it's not much right now, but by the time I'm through
    with him this little guy will look great! If you intend to use the sprite
    in a ROM hack, make sure that it's no larger than 64x64 pixels, and is the
    exact size you want it to be. You probably don't want an Umbreon the size
    of a Rapidash, right? Moving on, you can start the actual tracing!


    tut32.png



    I prefer to use bright colors, as they stand out against
    the image. I couldn't tell you why, but more often than not I
    seem to use red and cyan for the outline. Make sure to erase
    any near-white colors that may surround the image.


    tut33.png



    That is one psychedelic Bayleef! Replace every discernible
    shade in the image with a different bright color, so it will be
    easy to recolor later. If you look closely, you'll see that I left
    the eye unaltered; it's easier to change the colors in small areas
    like that one-by-one. Next is the final step, recoloring. You can use
    whatever colors you want, but you should definitely use the original
    image as a reference. If you're making a new sprite of an existing
    Pokemon, I recommend using the color palette on that Pokemon's
    sprite. Don't be afraid to alter the sprite's shading, to better
    fit the guidelines in the shading tutorial above.


    tut34.png
    tut35.png



    Not too shabby! This sprite wasn't actually made for
    use in a game, so it's a little sloppy, but you get the idea.
    However, just because it looks nice, that doesn't mean that
    it's appropriate. Let's take a look at a few more examples.


    tut36.png



    As you can see, again, the resulting sprite isn't bad.
    It's not really appropriate for a battle sprite, though, since
    it's not facing the right way. The light source of the original
    image was also a bit off; if I wanted to use this sprite,
    I would have altered it.


    tut37.png



    The orientation of the head on this one is better,
    and the colors and details are nice.. but there's a major
    problem with the size. All three sprites I made were half the
    size of the original image, which was okay for Bayleef and perfect
    for Hitmonlee... but the Umbreon sprite is clearly too big. If you intend
    to use this technique, just remember that the finished product should
    have proper orientation, size, and shading. If you feel the need
    to alter any details, feel free to! It's your sprite!

    ---

    If you have any questions or would like to give feedback
    on the tutorials, click here to leave me a visitor message!



     
    Last edited:

    Chibi Robo

    of the entire epoch!
    854
    Posts
    15
    Years
  • Oh... I'm sorry that you're offended, but I don't exactly see why you are. Judging by the number of messages I've gotten, there are quite a few projects looking for spriters. I really don't see anything offensive in saying that the demand for spriters outstrips the supply.
    I was more offended that you said most spriters willing to sprite are usualy not good in spriting
    but you are right with all the activity in the ROM hacking forum and a new hack made every day I can see why you said that
     

    Chesu

    Boss Carrot
    583
    Posts
    15
    Years
  • I was more offended that you said most spriters willing to sprite are usualy not good in spriting

    ...What? I never said anything like that... I said that most spriters aren't willing to put in the time for "just some hack", and that the people who ARE most willing to put in the time are the creators of the hacks... who are, most likely, not capable spriters.
     

    aquakip

    Art Director, Pokemon Ethereal Gates
    192
    Posts
    15
    Years
  • This is actually very helpful, especially since your a good spriter. It sucks when bad spriters try to make tutorials, even when the don't know what they're doing.
    Great work.
    It helped me a lot.
     

    Chesu

    Boss Carrot
    583
    Posts
    15
    Years
  • This is actually very helpful, especially since your a good spriter.


    Eh, I'm an... okay, spriter. I wanted to make tutorials that are easy to understand, and explain everything... I'm not sure if I've managed to do that, but it's certainly better than nothing.
     
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