Nenau's sprites, advice welcome

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nenau
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Re: Nenau's sprites, advice welcome

Post by nenau »

Thanks,

Actually my outlines are not black, but dark grey, dark brown or dark TC according to the position. I know they have a problem and I guess I will focus on making them look better for the next sprites.

For the eyes, I got the impression that there is no clear mainline rule (for example the spearman, footpad and Khalifate have all different eyes) But I agree my sprites could use more white in the eyes.

Hair is really hard in my opinion. I try to make as good as possible of course, but I cannot promise it will get better soon.
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The_Gnat
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Re: Nenau's sprites, needing advice

Post by The_Gnat »

nenau wrote: February 11th, 2019, 6:27 pm You mean something like that ?

wesnothMix.jpg

(Dragon hunt tends to be much easier when you have a tank :P )
8) 8) 8) Awesome! :D
nenau
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Re: Nenau's sprites, advice welcome

Post by nenau »

Hello, and thank you !

A new gladiator : the Thraex (lvl2) that evolves from the provocator. I tried to work on my outlines...
thraex.png
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ghype
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Re: Nenau's sprites, advice welcome

Post by ghype »

the helmet is not that bad actually.
the blade's perspective is not right which makes it appear much smaller than it should be.
unless you planned it to be a dagger and not a sword.
nenau
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Re: Nenau's sprites, advice welcome

Post by nenau »

Thanks for the remarks.
Actually its a short sword (~30 cm).
Antique blades tend to be shorter than middleage's ones (I guess its a question of metallurgy)
When I made my researchs, I was surprised to see how the gladiators look harmless with their small blades, but I guess it's in order to avoid unnecessary injury.
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doofus-01
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Re: Nenau's sprites, advice welcome

Post by doofus-01 »

The blade size isn't unrealistic, but it's hard to read. There is a reason most Wesnoth sprites have silly proportions: at this scale, you need to emphasize the important parts with an exaggerated size. You might be able to get away with just lowering the sword and hand by a few pixels, so it stands out more in the silhouette.
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nenau
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Re: Nenau's sprites, advice welcome

Post by nenau »

Hi,

I tried what you suggested (and by the way added more tones to the shiend as well)

I think the sword cannot be interpreted as a long sword with a wrong perspective anymore, and it feels maybe more readable...
thraex.png
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nenau
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Re: Nenau's sprites, advice welcome

Post by nenau »

And here comes the retiarius (lvl 3, evolution of the thraex)
retiarius.png
retiarius.png (5.93 KiB) Viewed 4369 times
By the way, as you can see, I've found a reliable way to get around my difficulty with hair :whistle:
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The_Gnat
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Re: Nenau's sprites, advice welcome

Post by The_Gnat »

Hi Nenau, Nice drawings they look really good! I like the gladiator style units you are making. :)

(I have trouble drawing hair as well so I usually just steal it from another sprite haha, but I like your solution!)
nenau
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Re: Nenau's sprites, advice welcome

Post by nenau »

Thanks, here is the alternative evolution of the provocator : the lvl2 mirmillo, who is an heavy gladiator, contrary to the provious ones :
mirmillo.png
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EarthCake
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Re: Nenau's sprites, advice welcome

Post by EarthCake »

Is it supposed that this unit has on one arm armor, and not on another one?
nenau
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Re: Nenau's sprites, advice welcome

Post by nenau »

Yep.
The gladiator has an armor only on his most exposed arm (the right one for shield bearers and left one for the retiarius)
nenau
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Re: Nenau's sprites, advice welcome

Post by nenau »

A few corrections on the Mirmillo (mostly the hemlet) :
mirmillo.png
mirmillo.png (6.17 KiB) Viewed 4018 times
And its advancement: the lvl3 secutor :
secutor.png
secutor.png (5.62 KiB) Viewed 4018 times
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EarthCake
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Re: Nenau's sprites, advice welcome

Post by EarthCake »

Secutor is missing the shadow beneath his sword and right arm.
nenau
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Re: Nenau's sprites, advice welcome

Post by nenau »

That is right, but actually for now, I prefer to keep the shadows very simple. Maybe some day I will change my mind and add details into shados...
The mainline sprites sometimes add such details in shadows and sometimes not, so I decided to keep it as simple as possible.
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