Why does it have underpants? thats going to both hinder animation, but also make it difficult to create overlays .
Also, some notes on the shape itself. If your trying to be proportionate, you might want to note the size of the head at compared to the rest of the body. Also, the forearms seem to be a bit short, as well as the definition of the forearm itself- as the arms seem very cylindrical, which also applies to the legs in that case. Then theres possibly the issue of the shoulders, which seem a bit too bulky for the size of the arms and neck- this is mostly aimed towards the sides of the shoulders, nto neccessarilly the top.
Anyways, i go back to the issue of the head size. Perhaps if you went by the artist standard of 7 heads height.
Thats all. I'm much an amateur in terms of figure drawing, so don't take my word for it.
(In retrospect, i suppose that the possibilities are limited considering the 32x64 limitations. I would suggest creating a fully animated sprite in a much larger format like 64x128, then shrinking it to preserve the detail- trimming the edge anti-aliasing to be sharp but keep the inner details mostly in tact.)
I agree about the underpants thing, overlays might be hard because of that, but other than that I love it. In fact, I am willing to offer you ten thousand dollars for it.
P.S. That last line was a bit over the top, how about ten thousand pennies? No... more like ten thousand monoply dollars, yeah real money.
Seeing it colored i can see the legs do not match the arms quite well. The spread too wide maybe bring them a little bit closer maybe a pixel or 2. as whats his name said ( not being an asshole just can't remember his key ) about the shoulders also.
I'm not sure if you want to make a proportional body or not (the head is too large). The legs though I think is the main problem right now. Straighten them out a bit, and give him a heal. You might also want to increase the leg length by a pixel or 2.
BTW, I had pants on him first...and then i cut them off to legs and then threw boxers on him, and actually overlays shouldn't be hard unless your putting really tight stuff on him...and I'll probably make the actual base be in a speedo with that as a 'default' overlay =)
What I did:
-The legs are slightly longer, it's actually starting into 96x32
-The legs show the muscles coming off the legs
-The legs are more straight
-The feet are smaller by a pixel
I know you guys said to make the head smaller, but I'm not sure how I should go about doing it, so I'm going to mess with it later!
Let me know how you like the modifications.
#11 Oct 3 2007, 6:19 am (Edited on Oct 3 2007, 7:00 am)
I think the shading should be redone. The pectorals, the arms, and the abdomen look really awkward.
[EDIT]: I should have waited for TMDI to come in and do his usual edit + tutorial sort of thing in a thread, but mneh!
Alright, so here, I redid the shading on the body.
Notice how all of the muscles are more pronounced? I did this by outlining all of the shapes of the muscles (I should have done a TMDI and preserved the line art I did for it. x_x) and then shading each of the shapes individually.
I also changed your palette a little, increasing the contrast between the highlights and shadows.
There are a few problems with my version, so don't just grab it and use it for whatever game this is. A few problems like... well the legs. <_<
I don't think there's a problem with the size of the head. I think it goes well with the style.
Also, have fun making multi-directional states and animations for this. =p
Well, if you don't mind, I'd like to use your version. I'm not going to 'solely' use it, I will change a few things here and there probably. If you have a objection to me using it...just let me know and I'll redo mine.
[I modified it slightly...mostly in the leg area]
#14 Oct 3 2007, 9:22 am (Edited on Oct 3 2007, 9:45 am)
This has become a really nice sprite. The legs are much better than they started out. I like it quite a bit. The only thing that bothers me is the shoulders. I know this is supposed to be a super-muscular base, but I think they are a bit big. He looks like he's got his shoulders all scrunched up.
*EDIT* < Edit | Old > < Edit | Old >
Coming along nicely, and best of luck with the directionals and animation :P
I was actually about to do something similar to this, I had noticed that too...but since you've kindly already done it, I'll use what you've done. Thanks!
BTW, If i use this base in the future, anyone who has substantially helped me with this base will receive some credit...unless they don't want it!
Well, it doesn't make that much of a difference in my opinion and it could be taken the wrong way (not likely to happen, but its a defense I'm coming up with lol), so I'm not going to put them there, unless I think of or hear a really good reason to have them. =/
Also, some notes on the shape itself. If your trying to be proportionate, you might want to note the size of the head at compared to the rest of the body. Also, the forearms seem to be a bit short, as well as the definition of the forearm itself- as the arms seem very cylindrical, which also applies to the legs in that case. Then theres possibly the issue of the shoulders, which seem a bit too bulky for the size of the arms and neck- this is mostly aimed towards the sides of the shoulders, nto neccessarilly the top.
Anyways, i go back to the issue of the head size. Perhaps if you went by the artist standard of 7 heads height.
Thats all. I'm much an amateur in terms of figure drawing, so don't take my word for it.
(In retrospect, i suppose that the possibilities are limited considering the 32x64 limitations. I would suggest creating a fully animated sprite in a much larger format like 64x128, then shrinking it to preserve the detail- trimming the edge anti-aliasing to be sharp but keep the inner details mostly in tact.)