Hi-Def Sprite thread (first post updated! 1/9)

lol, good shit everybody. i’ll be updating the first page soon.

Hakan’s alternate outfit!:tup:

Reminds me of Survival Arts.

heres my jin WIP kinda new to this but anyways i thought it turn out good so far.

looks interesting. what program are you using to trace over it?

im using corel paintshop x3

I like where this Jin image is going.

I recalled that I had Viper and Poison in these series of sprites. I suppose that a few of the other girls are relevant to the interests of these forums as well.

Again, not strictly HD, but GGX/KoFXII size.

http://img.photobucket.com/albums/v111/mikros/shikivh9.gif

these are really great! especially that snake one :tup:

Mikros stuff is amazing, though I swear I seen some of it before, must been checking out your site. Awesome, awesome stuff.

I wish I had the know how and or money to just get everyone here to make a sprite based fighter, we certainly have the spriting talent. In numbers, we could make enough frames :wink:

Providenceangle sent me this link to a great tutorial on how to make sprites very quickly. it should save you some time if you’re think of making original sprites (high or low def).

easy version: http://kiwi-rgb.deviantart.com/art/Capcom-Spriting-Made-Easy-115807020

advanced version: http://kiwi-rgb.deviantart.com/art/Speed-Spriting-with-Photoshop-117628734

finally started working on sprites again. this is a frame from hanzo’s hard kick in samsho2. i’m going the traditional route this time and not using any AA on the lines. his new sprite is 4x bigger.

i’m only finished with his bottom half. his upper half is still being worked on and i decided to change the positioning of his arm to show more torque on his kick.

http://img85.imageshack.us/img85/9904/hanzopreview.png

EDIT

line work is finished

http://img188.imageshack.us/img188/6914/hanzopreview2.png

some colors

http://img192.imageshack.us/img192/2373/hanzopreview3.png

decided to go the kof12 route (or at least try) to speed things up.

http://img251.imageshack.us/img251/6131/hanzopreview4.png

Fuck thats nice. I really want to try one of these

original lighting scheme

http://img59.imageshack.us/img59/4290/hanzopixel.png

kof12 version looks so much more ‘3d’

So I’m working on technique to produce pre-rendered sprites using a combination of shaders and image filters for a fighting game I’ve been working on. I haven’t quite decided whether or not I should go with sprites suitable for 480p displays or for 720p. Could anyone provides some critique or ideas for improvement?

(Using a model of Link to test the shader because it was quickly available)
(480p)

http://img718.imageshack.us/img718/4411/linkrendershadow.png

(720p)

http://img89.imageshack.us/img89/7540/linkrenderhigh.png

720p and tweak it.
might be good.

you might want to add more gloss to the models so they have some darker contrasts on both sides. only the shadowy side has contrast and the other is plain. just needs an outline or some slight contrast IMO. if you do add more gloss then you can make it more colorful in photoshop later. still looks good the way it is now though but it could always be more interesting to look at :tup:

EDIT
looking at it some more and it would be nice to have more dynamic lighting. put a colored light underneath him and bring the main light source closer to the model or brighten it. you’d get more contrasts that way.

Ok I’ll try to improve the lighting. I have no formal training or experience in art so I’m going by what I think looks right. The way I’m applying the colors is strongly influenced by the lighting. I’m using a direct lighting source. I’ll provide an example of the model before the filter is applied. It may give you a better idea of whats wrong with my lighting setup.

http://img413.imageshack.us/img413/8411/linkgray.png

The lighting needs a bit more contrast to truly look like it was from XII/XIII.