Gamer Thread

Oh! I want one, can you make a tall, chubby chick with crazy black and red hair?
 
Hey I'm currently playing Batman Arkham City, Pokemon HEart Silver, Writing a story and keeping track of two forums. I'm sorry I wandered away for twenty minutes.



Look at that bad ass son of a bitch. I don't even know if he has time for a girlfriend now. That guy probably just spends all day wandering around looking for a good wind so he can look bad ass.

And you still haven't started giving lessons. A lesser man might thing you're trying to make sure you have a unique skill so you can't be replaced!

I'll make a tutorial for you, but it's time consuming.
 
Ok, to teach on the tablet we gotta work from a base and I'll teach you how to make a base when I get home because I can't make a goddamn base on this thing. Because it fucking sucks. But I can on a computer.

So, step 1, draw a picture of whatever you want your sprite to be.

Step 2, scan that picture.

Step 3: Ask yourself what game you're designing the Sprite for. Most handhelds like map sprites to be the size of a map tile, which is 36x36 pixils. That's for the map sprite. In Pokemon, the trainer sprite, which is what I've been making, is much larger than the map sprite, and can be up to 96X96 (I'm pretty sure).

Step 4: Open photoshop and scale down your picture with the 'image size' tool until it's however big you want it to be. It's a good idea to ink that bitch before you scan it or it'll be hella hard to see while tiny.

Step 5: Go to 'view' 'show' 'pixil grid'. Because that's gonna make this next part a whole hell of a lot easier.

Step 6: Once you've got your grid, make a new layer. Now painstakingly trace over your lineart, pixil by pixil, leaving a clean line.

http://i29.photobucket.com/albums/c280/takocos/my_art/tutorial1_zps59cb1f06.png
 
Out standing, except the part where it starts with me being able to draw.

You want me to learn you a pokemanz or not?

When you do your line art, btw, the reason I blew it up like that is because I wanted to tell you that you need to have pixils line up on diagonals whenever you change direction. You never want to have a black pixil with black on two or more sides. Because when you zoom out and look at it actual size it fucks it right up.
 
Flat color- this is going to help you lay out your color for the sprite. Working with pallets isn't as important now as it used to be, because back in the day you could only have 16 colors per sprite and now you can have 256, which is pretty much unlimited. So all you're doing here is laying out the flat blocks for where you're going to put your colors.

http://i29.photobucket.com/albums/c280/takocos/my_art/3_zps65fd6799.png

Color theory is this whole, other thing, which I'm just going to assume that you know already.
 
Now we lay down the color layers. So pick a light direction. I went with the upper left... because I almost always go with the upper left. Once you start a game make sure your light's always on the same side.

http://i29.photobucket.com/albums/c280/takocos/takocos004/4_zpsd27223fe.png

Ok, there's 2 main techniques in this step that give the art volume and dimension. One is antianalysing- which I have spelled so wrong that spell check don't even know wtf I'm talking about. But that's where you have a shadow and a highlight that are too far apart for the eye to tell the brain wtf is going on, so you add a third color, like the dark red on the shirt (that I might change, red is just not working for her like I thought it would).

The other is dithering, which is kinda like pointalism. The pixils themselves are gonna be tiny when you get it actual size, so you use dithering to make a color in between two colors without adding an additional color to your pallet.

At this point your pixil character should start looking like in-game art when viewed at actual size.

http://i29.photobucket.com/albums/c280/takocos/takocos005/random_chick_zps533edaad.png
 
Back
Top