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Sevenstitch Offline
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Post: #1
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Pawn - finished (Click to View)
Hillbilly - still Wip (Click to View)
My Ref - Greenguin (Click to View)
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(This post was last modified: 12-07-2012 06:32 AM by Sevenstitch.)
05-04-2012 12:15 AM
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Phantom K Offline
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Post: #2
RE: Chessmen (pawn)
The top left corner of his head looks bad, try to smooth the outline out a bit there

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05-04-2012 12:54 AM
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Sevenstitch (05-04-2012)
recolorme Offline
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Post: #3
RE: Chessmen (pawn)
I meant upright. Sorry.

Take a look at the tutorial

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05-04-2012 01:23 AM
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Proton Offline
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Post: #4
RE: Chessmen (pawn)
I'm sorry, but where did he say he was making it for Gors' game?


It's coming off as his own thing, seeing as how he posted it in Reworkshop,
not tFR:SDtW Non Gors Workshop.

He hasn't even posted once in tFR:SDtW Non Gors Workshop.

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05-04-2012 02:58 AM
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Sevenstitch Offline
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Post: #5
RE: Chessmen (pawn)
I am using the TFR palette style, although, I wasn't planning on submitting this, these are just practice sprites.

Alright, here is my current version.
[Image: pawn4.png]

I've changed the light-source. I've also made changes to the arms and head.
I tried simplifying the shading to fit more with the style, but being that a white chess piece only has one color, white, I'm finding it quite challenging.
05-04-2012 03:09 AM
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Phantom K (05-04-2012)
Sengir Offline
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Post: #6
RE: Chessmen (pawn)
Don't shade just to shade, shade to add volume

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05-04-2012 03:54 AM
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Bombshell93 Offline
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Post: #7
RE: Chessmen (pawn)
I gave it a stab, did an edit of your original version.
Remember to use contrast and selout to your advantage.
[Image: quicky.png]

to comment on your most recent try, there is no contrast, the far arm should not be all dark, it should still be effected by lighting. the legs also are too dark, the character being white its likely to have bright light bounces (thinking from a physically correct lighting model) so it shouldn't just have a very dark area, if something is lit at all it will be lit fairly.
05-04-2012 04:54 AM
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Sevenstitch Offline
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Post: #8
RE: Chessmen (pawn)
I see what you are saying, that edit is a vast improvement. I was originally thinking of using selout, but I have little experience with it. I guess now is as good a time as any to try my hand at it.
05-04-2012 03:14 PM
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Faeldspr Offline
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Post: #9
RE: Chessmen (pawn)
Are you doing this just for fun or are you making a game with it? I was just wondering as I thought a chess game where you could change the POV would be pretty cool.

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05-04-2012 05:43 PM
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Altrez (05-12-2012)
Cobalt Blue Offline
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Post: #10
RE: Chessmen (pawn)
for a sprite of that size, it certainly looks overshaded. and the use of selout is rather unnecesary.

one must remember that selout is not a part of shading, and it works only on a rather limited enviroment wich also implies you do have the understanding and knowledge on how colors work as a whole, both in background and sprite(tL;dr: when you actually know when to use it)

basically, i'd say you should focus on getting the shape of the pawn first, then work on adding humanoid features to it, and then use a simple shading to add volume to it. anything else would be overdone at this point.
05-04-2012 09:14 PM
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Mashuga Offline
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Post: #11
RE: Chessmen (pawn)
It bothers you when the game youre playing has sprites that are too detailed meta?

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05-04-2012 10:00 PM
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Faeldspr Offline
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Post: #12
RE: Chessmen (pawn)
Well, seeing as it's a small sprite then yeah.

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05-04-2012 10:04 PM
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Post: #13
RE: Chessmen (pawn)
(05-04-2012 10:00 PM)Mashuga Wrote:  It bothers you when the game youre playing has sprites that are too detailed meta?
On small scale, you have to compromise detail for readability.

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05-04-2012 10:08 PM
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Mashuga Offline
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Post: #14
RE: Chessmen (pawn)
fail. I was looking at bombshell's rendition when i was reading that.

nah, i see what you both mean now.

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05-04-2012 10:09 PM
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Cobalt Blue Offline
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Post: #15
RE: Chessmen (pawn)
(05-04-2012 10:00 PM)Mashuga Wrote:  It bothers you when the game youre playing has sprites that are too detailed meta?
[Image: sv7dp.gif]
05-05-2012 01:09 PM
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