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Zomaxiee
24-12-07, 19:49
His right foot looks cut off.

Forte
24-12-07, 20:01
http://www.fortescomics.tfcph.com/Images/Wallpapers/shadowmanfix.PNG

Fixed his right leg and the shading on both legs to fit the change in colors. His foot now looks like it's all there.

EDIT: Just noticed I forgot to fix his scarf where his leg used to be. It's fixed now, just not in this image.

Forte
26-12-07, 01:11
http://www.fortescomics.tfcph.com/Misc/Random/newshadowman.PNG

More ShadowMan. Isn't it great to not see QuickMan over and over? I need a little advice on the straight sword, the diagonal one to me looks great, but I don't like the other one that much. Any ideas would be appreciated... Any ideas about anything ever would be appreciated.

Forte
30-12-07, 06:17
http://www.fortescomics.tfcph.com/Images/NewSiteLayout/QuickXtreme.PNG

You can't get rid of this guy in some form or another. QuickMan in Xtreme style. The last one is the most recent version of him (all made just a few minutes ago). The first two are too tall, so I hope the last one fits the style's height more.

Also - final version, as short as I can get him and he still looks like QuickMan. http://www.fortescomics.tfcph.com/Images/_vti_cnf/QuickXtreme.PNG

X is there for size comparison.

Proto Rock
30-12-07, 16:04
I think the "boomerang" part of his helmet should be moved one pixel to the right. It's a pretty good start.

Drei
31-12-07, 18:36
He is tooooo big. Quickman should be around X's height, maybe 2 pixels taller. If you need too, get rid of details to get him the correct height. X is pretty much a sup'ed up Megaman. Megaman reaches X's shoulder, while also reaching the bottom of Quickman's armpit(approximate, I blame official art). So Quickman isn't much taller than X, but still taller.

Loki
31-12-07, 18:58
Drei, that's X's battle pose. There's another pose where he's standing upright. That pose is only 2-3 pixels shorter than his Quicky sprite. :/

Forte
31-12-07, 23:10
http://www.fortescomics.tfcph.com/Forte/XtremeQuickMan.PNG

I think he's short enough now. I also slightly changed his pose.

Forte
01-01-08, 01:28
http://www.fortescomics.tfcph.com/Forte/BlazeWolf.PNG

It's Blaze Wolf. My own boss or something in ZX style. Kinda. 77% more effort went into him than the majority of models, so that makes him special. He's all scratch, which is why he sucks and looks nothing like ZX style.

xavir
01-01-08, 05:10
Hmm... I think the body pipe ..thing should be a little bit thicker but other than that I like it good job

Zyros
01-01-08, 22:24
The claws on hiw right hand seemed oddly positioned, but it's nice other than that. The fire's pretty well done.

Proto Rock
01-01-08, 22:33
Blaze wolf's "pipes" could be thicker. His neck seems like to stick out in a strange angle. The front claw looks a bit unusual because of the shape of each claw. The arm is differently shaped from the other arm furthest from the viewer. Is the flame in the back suppose to be a tail? The location seems a bit high for the tail. I'm just wondering, will he have legs?
It's a nice start, Forte.

Forte
01-01-08, 22:40
The flame was originally supposed to be a tail, yeah. But it looked awkward where I put it at first, so I made it come from his back. One arm is supposed to look different, and I seriously started getting annoyed with the sprite in general after the 54645th redo on his shading to attempt to get close to ZX/Zero shading.

The overall effect I was trying to go for was for him to be extremely odd looking, which is why I made his main body a thin pipe. Don't ask me why. I might redo him eventually, I like the face. Maybe redo the colors or something. For some reason I have a desire to make FireMan now.

Forte
02-01-08, 01:13
http://www.fortescomics.tfcph.com/Forte/FireMan32.PNG

Well. It's FireMan. This is probably the fourth time I've made him. He's so... dull. It's kinda depressing to look at him.

Loki
02-01-08, 02:17
I don't think the pose you gave him was that great(the arms, mainly).
Gimme a sec, and I'll make a stickman in paint showing what I think his pose should be pose would better suit him if you don't mind. :P

Forte
02-01-08, 09:26
That's the longest second ever. I knew his pose was kinda crappy from the start. I couldn't concentrate on how I wanted him to look, for some reason so I just made stuff up. I'll work on him whenever I'm feeling fiery again.

In other news, ZX style is kinda growing on me. I hate when that happens. The more I play around with it, the more I seem to like it, so I fished old Model Q back out and redid him. He's within the color limit this time, and slightly taller.

http://www.fortescomics.tfcph.com/Forte/ModelQuickMan.PNG

Now he has a very beta biometal. The old one's there for comparison. This time he's less shameless edit and more scratch work here and there.

Cobalt
02-01-08, 23:43
A model? AND NO ONE COMMENT? This makes no sense D:

Anyhow, the model looks A LOT better than the older version, though:

The boomerang in his head looks too big. Make it smaller by a pixel or 2. Other problem is that his arms are looking too small for a guy that tall.
Also, his belt's angle looks....strange.

Forte
02-01-08, 23:52
Yeah. The old one's head was actually... >_> Model X

http://www.fortescomics.tfcph.com/Images/ModelQuickMan.PNG

Did some things to his boomerang, changed the darkest yellow to not look so red, enhanced some things, moved his belt over a pixel, and started on legs for his biometal user. They look a little odd, so I'm going to have to do some work on them.

Terry von Feledae
02-01-08, 23:54
It doesn't look like a Model. At all. It's really just Quickman in ZX style. :/
Try to reinterpret the design a tad.

It's also not nearly shiny enough for ZX-style. More contrast, more highlights, yadda yadda. I'm talking about the dark grey(blue?) and red parts here.

Forte
03-01-08, 01:06
I don't quite understand what you mean by the fact that he doesn't look like a model. Aren't models supposed to look like who they were modeled on? I mean, aside from that fact that he's actually wearing armor, not a vest, which would make more sense anyway, since more speed = needs more protection when you run into walls. I'm adding shine and such to him, I might not add it to his legs and such, since that's fabric, and last time I checked, fabric doesn't shine too much.

I'll see what I can do to make him look more like a model, but if it doesn't work out, then maybe he can just be QuickMan in ZX style. Has a bit more dignity without "model" in front :P

Terry von Feledae
03-01-08, 01:10
There's a major style change between MM Classic and MMZX. And I'm not talking about a change in shading and such, but in design. You don't nessecarily need a vest and all that stuff, but he should look a tad different to fit better into the environment.

Forte
03-01-08, 22:43
http://www.fortescomics.tfcph.com/Sprites/ModelQuickMan2.PNG

Well, he's got some shine now, and I got rid of the ear covering in favor of the ZX version of it. I was going to try some other things with his boomerang, but I didn't want him to end up looking like Model A.

GrooveMan.exe
03-01-08, 22:48
From what I understand, Models of characters are basically fragments of armour attached to a subject. This sets it apart from the original MM and .exe styles, who go for a 'body suit' look. It also means you can see little bits and pieces of the host underneath.

To make it a 'Model', I can only assume you need to break it down into individual parts. A helmet, a chest plate, arm guards, gloves/gauntlets, leg guards, and boots; just like a medival suit of armour, but with extra laser cannons. ^^

Fluttershy
03-01-08, 22:51
As an example of what Terry said, check out SC's Model Quickman in his PD Sprite thread. See how it resembles Quick but isn't an exact copy? You need to do something like that.

Forte
03-01-08, 23:01
Soviet's more resembles... Model X :P Although I figured it was a vest you guys wanted. I've been trying to figure out a way to make a vest type structure without screwing up the chest decoration, and I think this might work.

http://www.fortescomics.tfcph.com/Sprites/ModelQuickMan3.PNG

Forte
05-01-08, 22:07
http://www.fortescomics.tfcph.com/fonts/Buzzy%20Beatle.PNG
Something completely different. Buzzy Beetle. In no particular style. the two frames are a simple walk. Yeah.

http://www.fortescomics.tfcph.com/fonts/ModelQuickMan.PNG

Model QuickMan. Again. Shortened his boomerang, fixed his shine, took away the shine on the leg since I couldn't get it right, did some things with his body armor, and fixed up his legs so they don't look so strange anymore.

Forte
06-01-08, 23:09
Now it's time again for everyone's favorite style, the style so awesome everyone's spriting it!... Or something similar. RM8/X4-6 32 bit! yaaay.

Not QuickMan or ShadowMan... FlashMan!

http://www.fortescomics.tfcph.com/Images/NewFlashMan.PNG

I don't really like the legs. I added the little white pixels since I figure FlashMan's armor is quite shiny.

Forte
23-02-08, 16:52
Hey look everyone, I'm back. And spriting something my comic won't even use. How rare. Oh well.

http://www.fortescomics.tfcph.com/Sprites/Quintnew.PNG

It's Quint again. I don't know if you all remember this lame recolor (http://www.fortescomics.tfcph.com/Sprites/Quint32v2.gif) But I have hated him for a long time. Pretty much my joy in looking at him lasted for a year and then died because he sucked. So I decided I would fix a mistake. Please tell me anything I can do to Quint before I start working on other poses if I ever do. Maybe if people like him enough, I will. But I hate the robots that wear the overwear...

Forte
07-03-08, 17:52
Not like this is going to help me at all, but I may as well at least try.

http://www.fortescomics.net/Sprites/junobn.PNG

Juno in Battle Network 4-6 overworld style. No, this is not Juno.EXE. I just thought it would be a nifty idea to make him in this style. Still no arms since I want to see if I got the style right or not, keeping him in the perspective is a pain in the ass enough, no need to make arms if I'm already wrong on this. So any of you Battle Network spriting experts that want to yell at me, go ahead.

Also all scratch.

Blackhook
07-03-08, 17:57
Looks interesting, but you´ve got the perspective wrong, It doesn´t look like from above like in BN but more from the side

Forte
08-03-08, 04:48
Yeah... why can I never get the style I'm aiming for right...

Oh well. not going to stop me. I like whatever I've created so I'm going to keep going with it.

Now he has a facing forward pose as well as the diagonal one he had. Still no arms.

http://www.fortescomics.tfcph.com/Images/junobn.PNG

Gizmonicgamer
08-03-08, 06:31
Needs a different palette. increase the contrast, and also remember that Juno is supposed to be white not grey.

Forte
16-04-08, 03:03
well it's sure been a while. Again. Nothing that new so far, just an update on CrashMan. This time I think his legs look ok, just the shading needs a little work. I've gotten kinda bad at spriting and shading overall in the time I've been not doing it.

http://www.fortescomics.tfcph.com/Forte/newnewcrashman.PNG

Forte
15-07-08, 02:40
Can't get rid of me that easily. >:l

If you've got expert (it doesn't take that much) knowledge of the classic series, or maybe if you hang out in chat a lot, you'll recognize what's going on here.

http://i4.photobucket.com/albums/y141/quickmanx2/knightshield-2.png

http://i4.photobucket.com/albums/y141/quickmanx2/knightshield-1.png

http://i4.photobucket.com/albums/y141/quickmanx2/knightshield.png

Top is most recent, the ones that I prefer. Someone please tell me if the dark border looks better or the lighter one.

NDraxian0
15-07-08, 13:26
Or you could just be a Knightman fan.
The darker one looks better. I'd add some depth to the white rather than it looking painted on (IMO)... but its valid for the design, so I'd no problem either way.

Forte
15-07-08, 19:04
http://i4.photobucket.com/albums/y141/quickmanx2/knightshield-4.png

I think I'll leave it at this one, unless someone can give me a reason to improve on it more. It fits perfectly with the perspective it's being held at, and at most should only need minor shading modifications. Now if only I actually had any of KnightMan himself made >_>

Forte
04-08-08, 02:04
Taking a break from KnightMan, who I have not really started on, I made this for no real reason. If anyone can help me out with the shading on his body, I would appreciate it.

http://s4.photobucket.com/albums/y141/quickmanx2/rockmanstance-3.png

If anyone can find a use for him, feel free to take it and use it.

BarylTDF
04-08-08, 02:37
Yeah... why can I never get the style I'm aiming for right...

Oh well. not going to stop me. I like whatever I've created so I'm going to keep going with it.

Now he has a facing forward pose as well as the diagonal one he had. Still no arms.

you could make him a bit more bigger, his face is emotionless for his size.

Taking a break from KnightMan, who I have not really started on, I made this for no real reason. If anyone can help me out with the shading on his body, I would appreciate it.
If anyone can find a use for him, feel free to take it and use it.

13696

here it is with a little shading and some fixing, could be used as a revenge shot

Arrow-1
04-08-08, 04:40
I think that Baryl's shading makes more sense. If Mega Man is firing, there would be a shadow cast by the buster over his arm, and the light would only hit a portion of his chest.

Forte
11-08-08, 03:54
http://i4.photobucket.com/albums/y141/quickmanx2/modelxpose-1.png

First, we have a craptastic edit of my own sprite. It's a complete reversal of everything, Model X in 8 style, instead of someone from classic in ZX style. Mwahahaha. Feel free to take it and turn it into any model you desire.

http://i4.photobucket.com/albums/y141/quickmanx2/rockmanstance-4.png

I changed up the shading a bit myself, I think it works a bit better, mostly because I darkened the lightest blue to make it not stand out quite as much. Still, anyone's comments would be appreciated.

Forte
14-08-08, 14:33
So yeah. No silly RockMan pose this time. Instead...

http://i4.photobucket.com/albums/y141/quickmanx2/TornadoMan.png

TornadoMan? Yes. His arms are a pain, so I still haven't finished those. I'm also still working on a proper leg stance for him. Don't hold your breath for him to be done any time soon though...

http://i4.photobucket.com/albums/y141/quickmanx2/zomgfanboys.png

And RockMan 1-6 style, just because. Just to note: No, I didn't scratch him. The grayscale picture on TMMN wasn't as JPG as we thought, and turns out it was just twice the size of a regular sprite of that series, so a 50% stretch/skew made it right. I did make the legs though >_>

So enough about TornadoMan. He looks silly anyway. Time for the original awesome to take the stage.

http://i4.photobucket.com/albums/y141/quickmanx2/Quickhair-1.png

Yeah. QuickMan with hair. Extremely awesome or extremely lame. Your decision. (Can't beat Disco QuickMan, that's for sure)

And finally, the reason I bothered making this post:

http://www.fortescomics.tfcph.com/Forte/quickjump.PNG

Some jump frames for QuickMan. No arms yet, since I have the most problem with hands and the like. As it turns out, it even animates well:

http://www.fortescomics.tfcph.com/Forte/quickmanjump.gif

EDIT:

http://www.fortescomics.tfcph.com/Forte/quickmanjumpdone.gif Arms complete and everything.

Yeah. I'll be working on QuickMan until I'm finished with his sheet, so I guess if you get easily sick of QuickMan for whatever reason, you may as well not visit here for a while. :P

megajosh2
14-08-08, 19:28
Quick Man's jump is looking really good so far, nice job!

Forte
14-08-08, 20:01
For the sake of uploading it as it currently is - here's QuickMan's unfinished sheet.

http://www.fortescomics.tfcph.com/Forte/NewNewQuickMan.PNG

It still lacks a major need: His boomerang throw. Pay no attention to the spare parts and crap at the bottom... unless you want to pay attention to it. Even though it lacks stuff, it's still completely PD if anyone wants to use it or anything.

Forte
13-09-10, 03:06
'Sup.

I think some things got out of hand and my sprites got misplaced. Start telling me what I'm doing wrong again.

http://i4.photobucket.com/albums/y141/quickmanx2/crashman-2.png
CrashMan.EXE for great originality. One day I might even make other poses!

http://i4.photobucket.com/albums/y141/quickmanx2/quickman-2.png
QuickMan because QuickMan. Ignore the terribad jumping and hurt sprites. I might fix those one day.

http://i4.photobucket.com/albums/y141/quickmanx2/crystalman-1.png
CrystalMan.EXE for more originality. I kind of forgot I made a sprite for him. He looks kind of like a snowman, and I need to finish his in battle sprites.

http://i4.photobucket.com/albums/y141/quickmanx2/quickmanbn45-11.png
QuickMan in a 4.5 PET navi sprite style thing.

[fish in space]
13-09-10, 13:22
i'm just gonna crit quickman's sheet because i'm tired and stuff

welcome back btw

anyway, the kick is weird. usually you wouldn't do a weird sideways punt to kick someone, you would either lift your leg and kick in a stabbing motion, or use your back leg to do a roundhouse type of kick. also, the running is odd. mostly because his torso is straight up and his legs are awkwardly proportioned.

well, thats all for now

Forte
15-09-10, 04:59
There's no getting around how awkward some of my poses with that QuickMan sprite are. I tried things with him that I wasn't familiar with at the time and to this day haven't really even tried them again. Whether or not I ever even work on him again is a dependent function of my free time... but that's how everything I post here goes.

http://i4.photobucket.com/albums/y141/quickmanx2/adam.png
If you're not into Metroid: Other M, this is Adam Malkovich. I'm not really happy with how this turned out, but since it's my first shot at a ZX style sprite in a long time, I can at least be proud it looks like something. He'll get more attention from me, mark my words. All in all, I feel like ZX has a lot of problems with its sprites, mostly the really laid back position that everyone seems to be in, and how ridiculously large their legs/feet are in comparison to their torso and hands. Don't even get me started on their heads... He sort of ended up looking like one of those old Playmobil toys, which to me feels like he's too cute to be the badass that he is.

BarylTDF
03-11-10, 05:31
Is not really ZX style but you did a good job with it. there's also few metroid games that I like and I can't play Other M since the guy that rents Wii doesn't have the game yet.

Loki
03-11-10, 20:56
There's no getting around how awkward some of my poses with that QuickMan sprite are. I tried things with him that I wasn't familiar with at the time and to this day haven't really even tried them again. Whether or not I ever even work on him again is a dependent function of my free time... but that's how everything I post here goes.

http://i4.photobucket.com/albums/y141/quickmanx2/adam.png
If you're not into Metroid: Other M, this is Adam Malkovich. I'm not really happy with how this turned out, but since it's my first shot at a ZX style sprite in a long time, I can at least be proud it looks like something. He'll get more attention from me, mark my words. All in all, I feel like ZX has a lot of problems with its sprites, mostly the really laid back position that everyone seems to be in, and how ridiculously large their legs/feet are in comparison to their torso and hands. Don't even get me started on their heads... He sort of ended up looking like one of those old Playmobil toys, which to me feels like he's too cute to be the badass that he is.

Indeed, the main problem, is the height and the face in general. I would suggest making him anywhere from 2 to 5 pixels taller, and the face much, much more angular. Way too circular right now.

Waaaaaaaaaaaaay too circular.

Forte
11-11-10, 01:14
http://i4.photobucket.com/albums/y141/quickmanx2/th_datbass-4.png

This is what happens when I try.

Squee
11-11-10, 03:08
http://i4.photobucket.com/albums/y141/quickmanx2/th_datbass-4.png

This is what happens when I try.

I hate it.
Just kidding.

I love it. I want a full sheet by next week.

[fish in space]
11-11-10, 03:22
he's a mite top heavy

and by a mite i mean a lot

Forte
11-11-10, 03:28
I love it. I want a full sheet by next week.
No.

']he's a mite top heavy

and by a mite i mean a lot
That's our Forte.

[fish in space]
11-11-10, 04:35
yeah, but like, anatomically. in an impossible, not at all stylized looking way

Forte
11-11-10, 04:46
Maybe it's the sleep medicine or this English paper that still isn't done, but I'm just not following you. Aside from having those typical ridiculous helmet fins, I can't really find anything wrong with him.

[fish in space]
11-11-10, 05:07
his legs are way too small for his upper body. make them wider and longer

Lern
11-11-10, 10:03
The only way for him to look in-style would be to give him recolored majorly edited Zero legs from MMX4-6.

[fish in space]
11-11-10, 13:29
or to make the legs wider and longer

Forte
11-11-10, 22:13
The only way for him to look in-style would be to give him recolored majorly edited Zero legs from MMX4-6.

If there's one thing I've always hated about the majority of RockMan games, it's the ridiculously huge, bulky, and otherwise just too... giant legs/feet that are given to the characters (which is probably why I absolutely love the majority of the character design in EXE and Zero)

http://s4.photobucket.com/albums/y141/quickmanx2/datbass-5.png

Zero legs? Really. Just LOOK at those things. They're like jet turbines or something. His foot is twice the size of his tiny head.

And wait... in style? You wouldn't happen to mean X4-6 style, would you? Because if you do, you're misinformed and it's probably my fault. This style is a custom hybrid of various styles, at this point I'm not even sure of where I got the inspiration from. I can assure you, however, that I am NOT aiming for X4-6 style. Why would I ever post a sprite so far off from the official sprites of that style and say that I'm trying?

tl;dr: just because when I entered that poorly recolored ShadowMan sprite into that contest for shits n' giggles and said that it was in X4 style doesn't mean I was telling the truth.

Now then, about the sprite in question: I've made his head jewel nice and shiny, I think it probably looks better now. I've also increased the size of his feet and legs by about 1 pixel, maybe two in some places. I'm not making them longer, if I were to do that, he would be too tall. I've also improved the shading in certain places.

[fish in space]
11-11-10, 23:58
i'm not talking about style, i'm talking anatomy. in comparison to his torso and head, his legs should be longer and his hips should be wider. his boots dont really matter in this scenario

Forte
12-11-10, 00:23
I think that we may be confused in terms. Do you mean the unarmored part of his leg? In which case, I remind you that it's pretty much the style of all RockMan artwork/sprites to have thighs that are shorter than the lower leg (I can't remember the technical name of it) and while anatomically incorrect is just the way the characters are.

[fish in space]
12-11-10, 00:46
i'm not talking about that, i mean the legs in proportion to the upper body

Neo Girl
12-11-10, 01:01
Actually I love them. Maybe a little big like tall wise for a sprite sheet but good job!

Forte
12-11-10, 01:02
http://i4.photobucket.com/albums/y141/quickmanx2/th_datbass-6.png

They're taller than the upper body. Seems about right to me.

Forte
13-11-10, 04:02
http://s4.photobucket.com/albums/y141/quickmanx2/datbass-8.png

I'm sort of interested in doing a lot with this sprite, so I've made another pose, a rare sight from me indeed. If you've kept up with my sprites for a long time, you'll know that I'm not really that comfortable with making poses that cause a character's height to vary, so this, like with QuickMan, is a pose that I'm not all too sure about whether or not it looks good.

[fish in space]
13-11-10, 14:58
http://www.ant-online.co.uk/Tutorials/ModellingGuide/Muscles.jpg

the lower body (hips and legs combined) should be taller than the torso and head combined by a decent margin

Forte
13-11-10, 23:16
Well, seriously...

http://i4.photobucket.com/albums/y141/quickmanx2/datbass-9.png

For the past three "successful" sprites I've made, I haven't given a damn about this anatomy. Capcom doesn't even give a damn about this anatomy.

I rest my case, tell me something useful about this sprite plz thx.

[fish in space]
14-11-10, 00:10
capcom exaggerates anatomy, they dont outright ignore it. with art in general, anatomy and structure are very important. incidentally, i can easily see many other things wrong with those past three successful sprites, so you can't really say "i have done this in the past so its okay now"

Forte
14-11-10, 04:55
I'm not saying that. What I'm saying is that no one has bitched about their anatomy, especially not for an entire page, and if you're going to acknowledge that the RockMan series has exaggerated anatomy, then why the hell go on about it instead of pointing out a more relevant flaw?

Hoth
14-11-10, 05:18
I think Tuna is half right about the legs. He was saying you should make them longer, but I disagree with this point. However I do agree that making them wider because it does look better. I did a quick and minor edit to test that and it seemed to work pretty well(I'll post it or send it to you if you want). Anyways just try adjusting the width of the legs and see how you feel about it if you don't like then simply don't change it.

Forte
14-11-10, 07:31
I'm not a tightass so I'm not going to bark at you if you post some edit to my sprite in my thread, don't bother asking.

Seriously though, if these legs are such a huge deal in comparison to the rest of the sprite, I must have done either a really great job, or a really shitty one.

RyuReiatsu
15-11-10, 03:51
I was gonna post on your thread yesterday but felt too lazy. I suggest you do what Tuna's suggested. I don't like your sprite, I'll be honest with you.

His retarded proportions (head - feet) really are retarded. Give it a shot, you have absolutely nothing to lose man. And in the MegaMan universe, you usually see that boots are bigger than the upper body. Your Bass has stick as legs and broad shoulders.

Just try it, I don't see the fuss.

Forte
15-11-10, 04:52
Thank you so much. I wish everyone here could learn to just come out and say that they don't like the sprite. I'm glad that SOMEONE is able to do that without telling me to fix something that I clearly don't care about.

If I weren't talking from experience and personal preference, then yeah, I would go ahead and try to make his legs bigger, but it just doesn't look good to put those giant bulky legs on sprites. It makes idle stances awkward, the shading ugly(ier), and I just do not like how it looks. Fact is, no one will. Believe me.

The lightweight leg armor is something that I liked from X8's art style, and one of the things I like about Battle Network and the Zero series' styles as well, so naturally it carries into my sprites.


What have we learned? I'm not going to fix it because I honestly cannot. It's not within my desires nor my ability to fight a style I've created for myself because a few people dislike how thin the leg armor is in comparison to the upper body's armor... On top of that, as I said earlier, anyone who hates it as it is now won't like it if I make the armor larger anyway. It's a style you aren't fond of to begin with, the leg armor isn't going to change it.

Now I wait for someone to call me lazy.

Forte
18-11-10, 19:49
No one ever did.

Looks like I won another one.

AAAANYWAY

http://i4.photobucket.com/albums/y141/quickmanx2/drlight-2.png

I made some Dr. Wily, and if there's one thing that I hate, it's making sprites with the physical aspects of actual humans. There's something really confusing about his neck, since most of it (all of it) is obscured by his massive chin.

The design is a fusion of Hitoshi Ariga's version and the version from RockMan 8/RockMan and Forte. I can't quite get the legs right, but he'll have black pants when I'm done.

Also the shading is piss poor. All in all, this is what I consider a less than acceptable sprite, but I'm too bad at getting stuff to turn out like I want it to turn out to get this to work right.

Also, I have no idea how tall Wily is supposed to be, or how tall he is in comparison to Forte. If the 8 bit games are any indication (which they aren't) then He's as tall as RockMan who is not as tall as Forte who is still just as tall as Wily.

Forte
24-11-10, 05:47
http://i4.photobucket.com/albums/y141/quickmanx2/dynamo-1.png I dunno.

Obviously DynamoMan... at least, I hope it's obvious. Not necessarily my preferred bittage or style, but I just felt like making something.

CommanderJoe64
24-11-10, 15:24
His head looks weird....fix that, and give him a different green, that one is too bright.

Forte
24-11-10, 20:21
http://i4.photobucket.com/albums/y141/quickmanx2/dynamo-2.png

From SnakeMan green to TornadoMan green. Some parts look better, other things I'm not sure.

Forte
24-12-10, 04:33
http://i4.photobucket.com/albums/y141/quickmanx2/wellwhat.png

Check it out, I do still sprite. These are in Mother 3 style for those of you who are uneducated/heartless bastards and have never played Mother 3 Jace.

From left to right, they're Allegro, Brio and Zahlzeit, completely original (no joke) fancharacters of mine. There's various details about each of them that I won't go into because that would involve... details.

CommanderJoe64
26-12-10, 14:39
Jace, you heartless jerk, even Ive played Mother 3.
I like the sprites a lot..

Forte
07-01-11, 04:52
My first actual sprite of the new year, and it's actually kind of cool.

http://www.fortescomics.net/Images/lento.png

I wanted to make a new style that would combine the charm of the Mother style with the manageability of larger sprites, so I came up with this. Somehow, he fell in at 16 colors, and I think I could probably push that down to 15 if I do some tweaks here and there.

Something about it reminds me of Wind Waker, and that's ok with me.

Forte
21-01-11, 21:55
http://i4.photobucket.com/albums/y141/quickmanx2/lento-12.png

It's like I really forgot to update this thread. I made a number of changes to him in general, I think they worked out.

RyuReiatsu
22-01-11, 00:08
@ your old posts: I wouldn't call you lazy, I'd call you a quitter. It's so easy saying such things, srsly.

And no, your character isn't kind of cool at all. He looks like some sort of thin and chubby flat guy. His character design is bland and has absolutely no dynamism. You might want to work on that.

CommanderJoe64
22-01-11, 02:34
And no, your character isn't kind of cool at all.
You can't find an opinion wrong....You...You just can't. :P
But, it is kind of bland, fix that. :P

Forte
22-01-11, 04:24
thin and chubby
It's one or the other, man.

your character isn't kind of cool at all
I said the style I made was kind of cool. Lento isn't very cool at all, you're right. He's not very interesting or dynamic at all. But you'll have to forgive the sheet for not having more than standing poses, I haven't had much time to work with it, lately.

Forte
25-01-11, 20:08
http://i4.photobucket.com/albums/y141/quickmanx2/lento-14.png

Yeah. A side pose/whatever. I don't know if it looks all too good.

Ryo Hazaki
25-01-11, 20:29
It looks a bit... squished somehow.

Forte
25-01-11, 20:40
I know what you mean, but the only fixes I can think of for it makes him look fat or starts to break the perspective.

Then again, I don't really know. This might look ok and I'm just hitting myself for nothing.
http://i4.photobucket.com/albums/y141/quickmanx2/lento-15.png

Ryo Hazaki
25-01-11, 20:45
It looks a bit better now.

Hoth
25-01-11, 20:55
He doesn't have a back .-.

Sprites 2 and 5 the legs are a bit off. The leg facing us should be bigger, or rather covering more of the leg furthest from us.

Forte
25-01-11, 21:53
He doesn't have a back .-.

Sprites 2 and 5 the legs are a bit off. The leg facing us should be bigger, or rather covering more of the leg furthest from us.

You're right!

http://i4.photobucket.com/albums/y141/quickmanx2/lento-16.png
Now he does have a back though. It looks ok, I think. Please tell me if I'm thinking incorrectly, however. I'll work on his legs as soon as I figure out what I can do to make it look right.

Forte
04-02-11, 21:35
http://i4.photobucket.com/albums/y141/quickmanx2/lento-17.png

There is now one Lento for every direction in the rainbow. I'm not sure if I should be proud or feel like a miserable failure. I'll be giving him walking/running poses when I can... unless I decide to make everyone else' idle poses first.

Either way, to think that I'm going to do this for at least ten more characters is more spriting than I ever though I would want to do with this little style I made. It's grown on me, and hopefully it'll grow on the people who look at it.

Forte
06-02-11, 01:12
http://i4.photobucket.com/albums/y141/quickmanx2/lento-18.png

I decided that before I continued work on anything, I would try to help the leg shading that Hoth pointed out. I'm not sure if it worked out right, but I feel like it gave it the feeling of depth it was lacking.

NeoMan
06-02-11, 02:48
Shading is okay, however the belt buckle looks oddly angled on the 45 degree turn of the fronf facing frames.

Forte
06-02-11, 04:46
Upon closer inspection, it appears that you are exactly... right. How short sighted of me to not notice that I didn't space the buckle two pixels away from the edge of his pocket!

This error has been resolved, thank you for your input.

NeoMan
06-02-11, 08:12
yeah. Tis better now.

...
The arm on those same frames looks odd though. (the arm that is fully visible to be exact.) I would suggest moving that entire arm a pixel closer to the body.

Forte
06-02-11, 09:28
Why am I up so late working on sprites? Do I not have a life? Oh well.

http://i4.photobucket.com/albums/y141/quickmanx2/lentowithmorehauptstimme.png

I decided that, just to see how it would work out, I would make Hauptstimme in a basic pose that hilariously enough bears strong resemblance to Lento's basic stance. I wouldn't appreciate doing that if it weren't for how I had designed their body type to be relatively similar.

In working with him, I noticed that giving someone differently colored hair pushes the color limits I had set up for myself, and when I say pushes, I mean knocks it right off a cliff with no regard for its safety. As convenience would have it, working on Hauptstimme's colors to keep him within limits alerted me to how far over the limit Lento had gone (somehow).

All of Lento's poses are now recolored to fit within a 15 color limit, his old basic stance is there for reference. I think that I did a pretty good job, since there's almost no difference (that lightest orange won't be missed).

If anyone has any suggestions regarding either Lento or Hauptstimme (outside of "make Hauptstimme not a Lento recolor"), please don't hesitate to make them.


Silly me, I completely forgot to mention those letters. I got bored a long while back and made them. If you enjoy them, feel free to use them for anything.

NeoMan
06-02-11, 18:49
You didn't fix the arm

Forte
07-02-11, 00:23
http://i4.photobucket.com/albums/y141/quickmanx2/lentowithmorehauptstimme-1.png

Did what you said to do to the arm... looks about the same. Might need to adjust the shading on it here and there.

Added Rallentando. Not really sure how well she turned out, but that's probably because she's kind of a self portrait, and no one ever likes looking at themselves.

Forte
07-02-11, 20:41
http://i4.photobucket.com/albums/y141/quickmanx2/lookslikeagroup.png

Seems like we're gathering individuals at a quick rate. I've added Allegro and fixed up Rallentando a bit. I think she looks more female now.

Forte
10-02-11, 03:00
http://i4.photobucket.com/albums/y141/quickmanx2/lookslikeagroup-3.png

Looks like I have all seven, now. Nothing special happens when they're all together, though. Ol' Zahlzeit needs his other arm, that's for sure. Still gotta work the bugs out of it.

I'll take some input from the fans: who do I work on from now? Any of the people in that picture are applicable, and if you want, I'll just keep working on Lento, it doesn't make too much of a difference.

Of course, if anyone can spot any obvious errors in color or something like that, point it out. I made all of them like this so that I would be able to pick out problems before they arose.

Cobalt
10-02-11, 14:47
I still think you need to up the contrast, mostly on the blacks.

Jay6
10-02-11, 20:35
I kinda like these sprites, but there is some room for improvement. For instance, perhaps the front standing sprites are bit too symmetrical. I guess that's the style you're going for, which is okay for your own purposes (you can leave it as is). When I looked at the female sprites, to my eyes, it just looks like a man with boobs, or for the other character (which I think is female?), no boobs at all (some girls are flat, so that really isn't the main problem). The proportions of the male body and female body are a bit different, and I'm not talking about just the boobs. Just have a quick look at this:
Restroom Sign (http://www.justbathroomsigns.com/companies/safetyxpress/department/justrestroom01.jpg)
With this, you can easily tell the difference between a male and a female just by looking at the silhouette itself. In the sprites, the only difference I notice between the two genders is the gap between the legs, and the arms are as slim as sticks for the females. Just a little fix to the proportions would be alright (to the females at least).

I never really commented on the actual character designs themselves... they're a bit too plain, I'd say. They're all wearing exactly the same thing. If I didn't know much better, I'd say they're much like NPC characters. If you think it's too much work to make them look a bit different, then just ignore my comment.

I don't mean any offense, I'm just providing a bit of harmless critique to make you do better. I'd say just keep at it, and you may eventually go places with your talent.

Edit: Oh yeah, also noticed vague similarity to PSIV sprites: http://www.spriters-resource.com/genesis/ps4/index.html
This may help you understand what I was saying earlier about fixing proportions to give that unique difference between genders.

Forte
10-02-11, 20:56
That was a long read. Congrats, that's probably the single longest thing anyone has ever posted in this thread. Now I'll have to break it down into some things.

I kinda like these sprites, but there is some room for improvement. For instance, perhaps the front standing sprites are bit too symmetrical. I guess that's the style you're going for, which is okay for your own purposes (you can leave it as is).

Humans tend to be symmetrical. Fact of life (literally).


When I looked at the female sprites, to my eyes, it just looks like a man with boobs, or for the other character (which I think is female?)

You fell for Allegro's trap :3


The proportions of the male body and female body are a bit different, and I'm not talking about just the boobs. Just have a quick look at this:
Restroom Sign (http://www.justbathroomsigns.com/companies/safetyxpress/department/justrestroom01.jpg)
With this, you can easily tell the difference between a male and a female just by looking at the silhouette itself.

So, females have a dress on all the time? I most certainly don't wear a dress all the time, and even when I do, it rarely ends in a point.

~Really, I understand what you're saying. Notice how all of the males have a broad shoulder structure. Rallentando, the only female on the list, has a much sharper shoulder decline that leads almost right into her arms. The problem with her body comes from it being a forward standing pose. When I make her diagonal poses, I hope that she'll have more of a female figure.

I never really commented on the actual character designs themselves... they're a bit too plain, I'd say. They're all wearing exactly the same thing. If I didn't know much better, I'd say they're much like NPC characters.

Depending on what you mean by NPC... However, they're all dressed alike because that's their uniform. I never explained that because I was... kind of hoping it would be apparent after the third or so.


I don't mean any offense, I'm just providing a bit of harmless critique to make you do better. I'd say just keep at it, and you may eventually go places with your talent.
Of course I didn't take offense from that. Without a doubt, I know that my female form is a bit off. It will be improved upon, don't worry.

Jay6
10-02-11, 21:35
Heh, alright. I see what you're saying when humans just tend to be symmetrical, but in reality, do you ever see anyone always standing symmetrical? Like I said before, I guess it's just your current spriting style. Much like with the PSIV sprites I showed for reference, those are pretty symmetrical too, yet they have some uniqueness in each design. You can have each character still wearing more or less the same thing, but don't be afraid of adding a bit more detail to each design. (I sorta had the same problem when I started making my OC, Jay)

Forte
14-02-11, 19:31
I can understand what you're talking about in terms of uniqueness, but I feel like you're overlooking the fact that each one is easily identified by their hair (or lack thereof), and several other features that you have to pay close attention to catch onto. Their individuality will begin to show as I develop their sheets more (hopefully).

For now...
http://i4.photobucket.com/albums/y141/quickmanx2/lookslikeagroup-4.png

Porky's been added to the list, wearing that stylish suit he wore at the end of Mother 2. Lookin' handsome :3

Oh, right. I totally feel like I screwed up the shading on him.

Forte
16-02-11, 23:19
http://i4.photobucket.com/albums/y141/quickmanx2/somethingsimilartoarun.png

This turned out awful and I'm ashamed that I'm even posting it but whatever. The reason I call them awful is because it's for the diagonal poses, which you can tell by the belt buckle.

Ryo Hazaki
17-02-11, 23:15
...

My only recommendation is that you look at games like MMBN for references for diagonal walking/running.

Forte
22-02-11, 20:14
http://i4.photobucket.com/albums/y141/quickmanx2/lookslikeagroup-5.png

Hm? This one looks different! I guess it's kind of obvious he isn't part of this group of people here... I'm unsure about the shading on him, since I really had to restrict my color usage because he has no color that can easily replace the black outline like the others.

Zahlzeit's arm still needs sooooooo much work.

Lern
22-02-11, 20:23
ZahlZeit= Count Time.
Is he a time-manipulating vampire or something?

Forte
08-03-11, 17:39
I've neglected to update this thread quite a bit.

First up
http://i4.photobucket.com/albums/y141/quickmanx2/allegrogetsasheetoo.png

Allegro enjoying his lovely weapon... except not enjoying it at all in the bottom row. The top row is set to be the activation animation, where the bottom row is a defeated animation. Neither is complete right now.

The good news is, even as incomplete animations, they animate quite nicely:
http://i4.photobucket.com/albums/y141/quickmanx2/scythe.gif

http://i4.photobucket.com/albums/y141/quickmanx2/defeat.gif

I almost feel bad for making him look so sad. Ignore that the staff randomly disappears, that'll be fixed up.

Lern
08-03-11, 21:21
Yes they do! Although I dislike the scythe's lengths disappearing over 1 frame and completely disappearing-even the handle- over 2- I like most everything else. Excluding that, very fluent!

Kuragari
09-03-11, 05:32
Those look pretty good, although I am upset that I can't see many of your previous sprites (they all say this image was moved or deleted)

Forte
09-03-11, 17:43
Those all sucked and shouldn't be mentioned anymore.

Forte
28-03-11, 18:27
Right. I kind of forget that I should update this thread.

http://i4.photobucket.com/albums/y141/quickmanx2/defeated.gif

Like I promised, a completed animation in which the scythe's body doesn't disappear. I think it animated pretty well.

These are just redos to make the sprites look better. Nothing much else.
http://www.fortescomics.net/Forte/hauptstimme.png
http://i4.photobucket.com/albums/y141/quickmanx2/adagio.png
http://i4.photobucket.com/albums/y141/quickmanx2/zahlzeit.png

Lern
28-03-11, 19:08
1 additional frame before the final frame of the scythe's collision with the ground should be added. It drops down way too fast between the last and before last frames.

Forte
05-04-11, 05:03
I'm glad I'm not the only person who noticed that.

http://i4.photobucket.com/albums/y141/quickmanx2/defeated-2.gif

This is it with an extra frame in there for the scythe. Looks a hell of a lot smoother.

And although it isn't much:
http://i4.photobucket.com/albums/y141/quickmanx2/businesscoats.png

Everyone deserves a coat. There will be full sheets of each character both wearing and not wearing these coats, so please point out any flaws in them now.

Blackhook
05-04-11, 12:45
Yeah..it is really smoth now...also those coats..it reminds me of the second GHost in the Shell SAG opening

Lern
05-04-11, 16:19
You know? I'm really proud of you, you're really improving, these characters are not only scratch but also pretty good and slowly being developped. And instead of ditching them all, you just work on one at a time depending on who you feel like. That is good.

Forte
05-04-11, 16:36
I'm glad to hear that you like them. Since they're all characters I made up, there's not really a way for me to be sick of them, so there's no chance I would just give up working on them until they're as perfect as I can make them.

I'm really going to have to re-animate that most recent animation, because it seems to catch in a place where the first animation I made didn't catch, so either I used an incorrect frame (very likely), or I need to work on Allegro himself to get that animation to go fluidly with the scythe's dropping (also likely).

It occurs to me that I never have posted the update to Rallentando here, aside from her wearing her coat.

http://i4.photobucket.com/albums/y141/quickmanx2/rallentando-2.png

And I thought making male characters standing sideways was hard. I made a joke about how I was distracted from all of my other duties by her breasts, but it doesn't really matter now.

Ryo Hazaki
05-04-11, 19:07
She looks like she has peg legs. Any possible way you could thicken them slightly?

Forte
05-04-11, 19:22
That's a funny way of putting it. Her pants are made for males, and as such, aren't as form fitting as her boots, which go up higher on her leg than the male characters (Allegro excluded). However, since her upper legs are three pixels wide (outline excluded), there's no way to put her lower leg exactly in the middle as it would be in real life, so it does give it the effect that her legs are waay too small.

I'll investigate making it look right.

Ryo Hazaki
05-04-11, 19:38
You might also want to make her torso look slightly more curvy. Right now she looks like a guy with breasts.

Forte
11-04-11, 18:30
That's how I like my women

Kidding aside, have a guy without breasts.

http://i4.photobucket.com/albums/y141/quickmanx2/allegro-3.png

Forte
26-04-11, 20:15
http://i4.photobucket.com/albums/y141/quickmanx2/Brio.png
Sometimes I think I don't sprite enough. I'm right when I think like this, I'm very behind on spriting these things. Fucking school.

I'm feeling sort of iffy about his diagonal sprite. Not sure if it's just me, though. These things normally turn out to be just me.

Ryo Hazaki
26-04-11, 20:25
The head and torso look fine. It's the legs that look off.

Forte
26-04-11, 20:27
On... all of his sprites? Or just the diagonal one?

Ryo Hazaki
26-04-11, 20:37
The diagonal one.

Forte
26-04-11, 21:08
Can you point out anything in particular? I'm actually pretty fond of them, since I feel like they turned out nicely to be so tiny.

Ryo Hazaki
26-04-11, 21:42
They kind of still look like the ones that face the screen.

Forte
26-04-11, 23:33
http://i4.photobucket.com/albums/y141/quickmanx2/Brio-1.png

Tried to fix it. Also fixed up his hair and repositioned his head to look better.

Ryo Hazaki
27-04-11, 00:59
Shorten the far leg a pixel or two. That's its main problem right now.

Forte
27-04-11, 02:19
Oh man.

Oooh man.

I didn't even notice that. Thanks for pointing it out.

Forte
28-04-11, 21:06
http://i4.photobucket.com/albums/y141/quickmanx2/Brio-2.png
Fixed Brio's leg thing. Successfully stopped working on him at that point to work on...

http://i4.photobucket.com/albums/y141/quickmanx2/allegro-5.png
Allegro, who teaches me more about how hard it is to shade hair and how to go about working on female proportions, which translated into...

http://i4.photobucket.com/albums/y141/quickmanx2/rallentando-3.png
Rallentando getting a new set of legs that gives her a much more feminine appearing pair of pants. I also added some lines on the edges of her midsection that should give her an appearance of being more curved.

Forte
18-05-11, 21:15
Between being lazy and being extremely lazy, I often forget to post what little bit of work I get around to. Let's fix that.

http://i4.photobucket.com/albums/y141/quickmanx2/rallentando-7.png
It's been a few weeks, maybe a month now, and looking at these sprites again doesn't make me feel like I did an awful job. She has some problems that will be addressed eventually.

http://i4.photobucket.com/albums/y141/quickmanx2/lento-20.png
Lento needed a shading upgrade along with a few other things. He also has his snazzy coat.

http://i4.photobucket.com/albums/y141/quickmanx2/allegro-6.png
Allegro got some updates to the highlights on his hair, as well as his white outfit.

http://i4.photobucket.com/albums/y141/quickmanx2/Brio-3.png
Six out of eight is better than three out of eight.

http://i4.photobucket.com/albums/y141/quickmanx2/unfinishedstufflooksoktoo.png
And then there's the most recent stuff I've done, which is a few pixels shy of nothing. Adagio's hair needs help, but otherwise... satisfying, yet not perfect. That applies to everyone.

Ryo Hazaki
18-05-11, 21:34
On the guy with the robotic arm, you need to shorten the far leg on the diagonal pose.

Forte
18-05-11, 22:21
Where is my brain at sometimes...

Thanks for mentioning it.

Forte
11-07-11, 00:16
http://i4.photobucket.com/albums/y141/quickmanx2/thisreallysucks.png

I don't know what I was doing.

http://i4.photobucket.com/albums/y141/quickmanx2/mrmetalarmguy.png

I knew what I was doing.

Ryo Hazaki
11-07-11, 01:35
Mugshot! That's what you were doing!

Forte
11-07-11, 02:52
http://i4.photobucket.com/albums/y141/quickmanx2/notasbadasIsaiditwas.png

Well I knew that, I just didn't know why. I still don't know why, but I made it look better.

Ryo Hazaki
11-07-11, 03:18
Something seems odd abut the mouth and nose. Probably both could use better shading.

Hoth
11-07-11, 07:29
Personally I think the problem lies not in the shape of the nose and mouth but rather in the facial structure. I seems like his jaw is too wide and his head is too short in general. To fix the jaw problem you either need to bring the line connected to the ear up, while still staying fixed to the 'mid-line' of the head, or move the line on the outer-most part of the head in ward toward the mid-line while staying anchored to the hair-line. (I can diagram this better than I can say it).

However the nose does need to be moved over to the right.

The placement of his neck is inaccurate, it should essentially connect to his ear.

His shoulders need to be bigger, as it is now the shoulders would be caving in on his chest.

The lines are too jagged, anti-aliasing would be a vast improvement on shape.



You have one pointless shade that would be better to just remove, it's so similar to the main shade of skin that it's basically unnoticeable.

Black lines/eyelashes covering the top part of the eyes would help add more definition, but that is more of an artistic preference issue than an actual spriting issue.

The lines you have under his eyes need to be a shade darker, I couldn't even see them until I zoomed in on the face.

Forte
12-07-11, 00:04
Heh, isn't that how it goes. Make something that you really don't plan on using for anything and people flock to you to tell you how to improve. Thank you, really. If I continue making these things, I'll make sure to keep all of what you said in mind.

For now, it's back to simple little sprites for me.

No, that doesn't mean I actually have any to show off.

Hoth
12-07-11, 02:59
Well if you do try a mugshot again I'd recommend you do Zahlzeit first so that it's easier to use as a reference for hair placement and anatomy on other mugshots.