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X-Tactical.Sprites-X

.Tactic.

x.Paranoid's BackAlley.x
  • 1,309
    Posts
    16
    Years
    Tactical Sprites
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    Welcome To My Sprite Thread. I am a n00b spriter who became a intermediate tile spriter, yet still not very good at fakemon spriting. My goal is to become a pro at spriting in all aspects.
    If you want to see any of my public/private tilesets please refer to the following link:
    https://07harris.deviantart.com/
    ---------------------------------------------------------
    Fakemon:
    Thanks to Pokemon-Diamond for providing concepts.
    [PokeCommunity.com] X-Tactical.Sprites-X

    [PokeCommunity.com] X-Tactical.Sprites-X

    [PokeCommunity.com] X-Tactical.Sprites-X

    [PokeCommunity.com] X-Tactical.Sprites-X

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    [PokeCommunity.com] X-Tactical.Sprites-X


    Fusions:
    [PokeCommunity.com] X-Tactical.Sprites-X

    [PokeCommunity.com] X-Tactical.Sprites-X

    [PokeCommunity.com] X-Tactical.Sprites-X

    [PokeCommunity.com] X-Tactical.Sprites-X

    Trainers:
    [PokeCommunity.com] X-Tactical.Sprites-X

    [PokeCommunity.com] X-Tactical.Sprites-X

    Other:
    [PokeCommunity.com] X-Tactical.Sprites-X

    [PokeCommunity.com] X-Tactical.Sprites-X
    [PokeCommunity.com] X-Tactical.Sprites-X

    ==============================
    Thanks for looking, There will be regular updates every few days.​
     
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    Codec. Look at ANY map on the world and you'll see that no island is pure circle.
    Try adding some more lively shapes to the worldmap.

    I can't really comment on sprites since I don't know how to.
     
    The concepts of your fakemon are good but you should try to work on shading. You use a lot of dithering, and it detracts from the overall sprite (sorry but I can't think of a solution right now because you've already used the 16 colors. Maybe you could change around the palette?) Also, the head on the first sprite is... tall. Try rounding the line down, it should make the head seem more naturally shaped. On your last scratched fakemon the back is rather straight. On this sprite I can't think of an easy solution without changing the concept and/or pose. Your trainers have similar shading problems to your fakemon, but I really like your concepts and the first trainers pose. For the second trainer, you could try making his face seem more aggressive so the sprite has more of a personality. Overall, these sprites are nice and I hope to see more from you soon.
     
    Third fakemon is good, are the trainers scratched ?
    If so, there also good .
    Yes, the trainers are scratched

    Codec. Look at ANY map on the world and you'll see that no island is pure circle.
    Try adding some more lively shapes to the worldmap.

    I can't really comment on sprites since I don't know how to.
    Oh, Ok, well that world map is for my hack and i want it to be circular so.. you know..

    The concepts of your fakemon are good but you should try to work on shading. You use a lot of dithering, and it detracts from the overall sprite (sorry but I can't think of a solution right now because you've already used the 16 colors. Maybe you could change around the palette?) Also, the head on the first sprite is... tall. Try rounding the line down, it should make the head seem more naturally shaped. On your last scratched fakemon the back is rather straight. On this sprite I can't think of an easy solution without changing the concept and/or pose. Your trainers have similar shading problems to your fakemon, but I really like your concepts and the first trainers pose. For the second trainer, you could try making his face seem more aggressive so the sprite has more of a personality. Overall, these sprites are nice and I hope to see more from you soon.
    Thanks, so my main problem is the fact of how much dithering i use?
     
    It's not the biggest problem, but it's a pretty prominent one. I think that your biggest problem is probably the straight lines. Now that I took another look, there are several straight lines in your fakemon. If you look at the official sprites, they don't have straight lines very often, especially in the places you have. Living animals have rounded features more often than not so you should keep that in mind.
     
    All your sprites are quite interesting. Some of the anatomy seems a tad off, though.

    Your first trainer, for example. The hand that's more towards us is backwards, meaning the thumb is on the wrong side.
     
    Ok, I will work on anatomy,
    I only have one sprite update today.
    It is another of Pokemon Diamonds concepts, and i think i sprited it quite badly, I need to know the basic wrong things bout it though so here it is:
    [PokeCommunity.com] X-Tactical.Sprites-X
     
    Ok, I will work on anatomy,
    I only have one sprite update today.
    It is another of Pokemon Diamonds concepts, and i think i sprited it quite badly, I need to know the basic wrong things bout it though so here it is:
    [PokeCommunity.com] X-Tactical.Sprites-X

    The most obvious flaw is it's stick-like body-parts; I'm unsure if Pokémon Diamond made it like that, but it looks bad, making it hard for someone to pay much attention to the detail. That's also because there doesn't seem to be much detail. Also, is this Pokémon stood on a slanted floor? That's how it appears. Try and level out the feet a bit more, as it really does look like it's on tilted ground. The sprite, as I have noticed in your other sprites, too, has extensive dithering in numerous unnecassary places. Dithering should be used, and I swear I've said this before somewhere today aswell, in minimal amounts and only when a palette forces two shades to have too noticeable a contrast between each other and it is needed to blend, or when - this I am not too sure on - the outline poses a sharp indent/bump, and the shading needs to follow that sharpness, however in a curved manner, if that makes sense, which is only achievable through dithering, but don't quote me on that.
     
    The most obvious flaw is it's stick-like body-parts; I'm unsure if Pokémon Diamond made it like that, but it looks bad, making it hard for someone to pay much attention to the detail. That's also because there doesn't seem to be much detail. Also, is this Pokémon stood on a slanted floor? That's how it appears. Try and level out the feet a bit more, as it really does look like it's on tilted ground. The sprite, as I have noticed in your other sprites, too, has extensive dithering in numerous unnecassary places. Dithering should be used, and I swear I've said this before somewhere today aswell, in minimal amounts and only when a palette forces two shades to have too noticeable a contrast between each other and it is needed to blend, or when - this I am not too sure on - the outline poses a sharp indent/bump, and the shading needs to follow that sharpness, however in a curved manner, if that makes sense, which is only achievable through dithering, but don't quote me on that.

    This is great advice. Also, the head seems to small to show detail. I had to take a really good look to notice what it should really look like. When a person looks they should be able to easily identify what's what. I found it difficult on this sprite. It seems a little thin too. A solution would be to thicken the legs, shorten the neck, and make the head larger. That way you can make the head bigger to add details and the sprite won't seem anorexic.(The only reason I used the term "anorexic is because I can't think of another way to put it. So please don't take it as an insult.)
     
    The most obvious flaw is it's stick-like body-parts; I'm unsure if Pokémon Diamond made it like that, but it looks bad, making it hard for someone to pay much attention to the detail. That's also because there doesn't seem to be much detail. Also, is this Pokémon stood on a slanted floor? That's how it appears. Try and level out the feet a bit more, as it really does look like it's on tilted ground. The sprite, as I have noticed in your other sprites, too, has extensive dithering in numerous unnecassary places. Dithering should be used, and I swear I've said this before somewhere today aswell, in minimal amounts and only when a palette forces two shades to have too noticeable a contrast between each other and it is needed to blend, or when - this I am not too sure on - the outline poses a sharp indent/bump, and the shading needs to follow that sharpness, however in a curved manner, if that makes sense, which is only achievable through dithering, but don't quote me on that.

    This is great advice. Also, the head seems to small to show detail. I had to take a really good look to notice what it should really look like. When a person looks they should be able to easily identify what's what. I found it difficult on this sprite. It seems a little thin too. A solution would be to thicken the legs, shorten the neck, and make the head larger. That way you can make the head bigger to add details and the sprite won't seem anorexic.(The only reason I used the term "anorexic is because I can't think of another way to put it. So please don't take it as an insult.)

    Thank you both of you.
    I now understand what you guys mean.
    I already knew that my latest sprite was terribly flawed though, so the negative comments dont come as a surprise, thanks for the C&C, I will try to work on them.
     
    Thanks, Conan, and no problem, Paranoid. ^^
    And even if you expected negative critisism, here's some more:

    On further inspection (read - I had to zoom in to notice this) of the sprite, it seems to have no black in the outline (when I say "black", I don't mean RGB: 0,0,0, I mean RGB: 12,14,12, which is the black substitute that Nintendo uses; make sure you never use 0,0,0, folks.), and it - the outline - lacks any real evidence of shading, at all. The dark grey "triangle"... thing, on it's head is pillow-shaded, as opposed to layer shaded. Here's an example of the two shading effects.
    Spoiler:

    There are little-to-no exceptions of the "Never pillow shade" rule, and I can assure you that there is nothing on this sprite that excepts it. If you're unsure of how and when to use it, then just stick to layer shading (for Pokémon sprites, at least).
     
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