Astelaine's Sprite Thread
Posted 01 February 2011 - 04:26 AM
I see you made the strap less wide and still found room for detail too.
Posted 01 February 2011 - 03:20 PM
I do like.
Posted 01 February 2011 - 04:20 PM
Posted 01 February 2011 - 05:25 PM
When looking at him again I noticed only one problem: The line separating the two parts of his pauldron could use some AA.
Ahhh, nuts! Completely forgot about that - will fix. Thanks for catching it. Apparently the frames need redone too, because they aren't aligning properly in FEditor's portrait inserter. If anyone sees where I messed up the sheeting, lemme know.
@Seph: I'm glad he looks as manly as intended! Still can't decide on his class... it's down to either mercenary/hero, wyvern rider, or maybe warrior, if I'm feeling axes. As for ideas, characters just pop into my head sometimes. I already have three more characters in line to be sprited, and even more planned out but not fully designed.
Posted 01 February 2011 - 05:58 PM
Posted 01 February 2011 - 05:58 PM
Posted 01 February 2011 - 06:01 PM
Posted 01 February 2011 - 09:25 PM
This is sooo happening. Tanky hero with blades it is. Thanks, guys!
I'm seeing a particularly tanky Hero. Probably uses a Silver Blade, if they're inserted into FE7.
And hrrf, I'm stupid, I totally ignored the "grid" when I did the frames for Baird and Von. Got 'em fixed up and insertable with the help of the Gimp + a grid overlay. Yay!
Now it's time to sprite the protagonist, since her concept is settled!
Posted 13 February 2011 - 05:26 PM
WIP Lord character:
And a prologue map!
This is only the second map I've ever made, so if anyone has some critique/suggestions concerning it, that would be especially appreciated.
Posted 13 February 2011 - 05:31 PM
As for the map, maybe use the 3 tree tile around the edges of the woods, since trees tend to thin out, IRL, around forest edges.
You could also make this a little larger. It looks kinda weird, and, choke points that are one space wide are never really good for maps
Otherwise, my god @~@ You've gotten so good at everything in such a short time.
Posted 13 February 2011 - 05:48 PM
Posted 13 February 2011 - 06:08 PM
And what seph said about the 3 tree tiles. Moar tree variation = do want.
The 1 tiled choke is alright, it happens more, but this time it looks kinda bad. Two tiles should make it look and play good enough.
Beach edges could also use some work. I kinda advice against using those
tiles, since they don't look too good.
Other than that, there are some jagged and weird parts of the pathways, but they're okay for the most part.
Pretty good map for a 2nd one, gj~
Posted 16 February 2011 - 11:50 PM
Posted 17 February 2011 - 05:43 AM
But the trees work like this;
I hope that's clear.
As for the thickets, I just use those two singular ones on the left, nothing else, and I just can't figure them out. But no need to.
Posted 17 February 2011 - 02:16 PM
Posted 17 February 2011 - 05:21 PM
Posted 17 February 2011 - 08:50 PM
could you do the same for mountains and rivers?
No probs! It was partly for myself too, but then I figured it'd help others too so I made it in case someone needs help.
Posted 18 February 2011 - 03:06 AM
Edited by Feaw, 18 February 2011 - 03:07 AM.
Posted 22 February 2011 - 02:00 PM
Shortened the neck as Seph suggested, and added the left side of her hair and a vest. I also reduced the poofiness of her head a bit.
I'm really not sure about that left-side hair. Maybe it's just because I added it last and got used to looking at her without hair there, but I feel it might be too much/might make her look too young. (She's supposed to be late twenties, early thirties.)
Oh well... one step closer to completion. At least I feel more confident about trim now!
Edited by Astelaine, 22 February 2011 - 02:02 PM.
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