I know I keep repeating: it is always helpful to have a kind of reference. I used the same techniques for this one as described and it is actual inspired from a older drawing I did. Occasionally I still use this technique for capes and other big flooding objects that should look random.Īs I said that's my current way and it might not the best but it works for me at the moment (Yeah I'm still developing).Įxperiment with it and find out what suits you the best. In the past I filled some areas with colors and erased the edges until I got the shapes right (a little bit like carving). There's a different way to get to this stage that I used to prefer. The most difficult part still awaits - the shading. Next you should make another layer and lay some color under the lines (the flats)Īs you can see it doesn't look very impressive but that is just the beginning. The result should be something like this. First crop the unused part of the sketch as possible then reduce the height or width (the one which is bigger) to 72 pixels.(cubic algorithm). If you are happy with your first draft you can go to step 2. The most important thing is to get the shape right and the look you want to achieve. Smaller flaws aren't too bad because they can be eliminated later with the coloring. The general anatomy isn't that important because Wesnoth sprites aren't that exact with anatomy anyway. Some experience with drawing is definitely helpful. Most of the time I make a small sketch of the sprite as small as possible to get an overview of how it will look. Some artists like Neo seem to be able to draw a sprite just from scratch with a mouse. This is time consuming and actual very limiting. In the past I mostly did some Frankensteining to get the proportions right and the overall shape of the sprite until it looked like I wanted it. Secondly, I don't claim it is perfect - I just like it that way. I was open to try something new and this has leaded to a bit quirky style.įirstly, this means my art isn't always compatible with mainline but, well, you can't please everyone. But I was wonderfully free of any prejudices towards spriting like limited color schemes, hard edges or that the sprite must look like it is chiseled out of a rock. I started the same way as anyone else, creating sprites from cut and paste and smaller edits. The same rules apply to spriting too, but to a lesser extent. (Sadly all 3 were true for Picasso :( )īooks about anatomy quite good and interesting for portrait art. You can draw like Dürer, have Da Vinci's knowledge of colors your Picture still look like it has just escaped from Picasso's "Guernica". If you came up with a very difficult pose or you you can't put your finger on what's wrong with your sprite, look for real life pictures or refs from better artists. Let's conclude: simulate reality and take references. I've used this trick quite successful on my latest sprites. If there are any problems with them I'll remove them.Įveryone who has practised martial arts will know that this stance is stable - a good stable position with much room to move.Īnd the most important thing : it looks very dynamic. Note: Not done by me, linked from a Games Workshop artist. That doesn't mean that he doesn't look dynamic, far from it. Stretched Legs and not a guy that almost falls over or stands to attention. You should note that most martial arts build on a firm stance. In Wesnoth you'll probably mostly sprite warriors. So stick to the real world and imitate it. An awkward pose will fall into the eye of the viewer. That doesn't mean that sprites are completely detached from the real world. 1 reason I use capes - I try to disguise this anatomical flaw a bit. If the anatomy differs too much you have made something wrong.). In Wesnoth the legs are a bit shorter and the head slightly too big (That doesn't mean you can make it even worse - take another sprite and compare it to yours. Normal human anatomy is that legs are half the size of the whole body. Otherwise good art with wrong anatomy is like a nice voice with no rhythm. Shading, color choice, anatomy - it is all like music. OK after a while in the forums I realised that I missed one important point. You should have at least pushed some stuff around digitally. err I mean MS Paint if you want to suffer and you will.Īt least advanced knowledge about spriting. Graphic Program that can handle layers and transparency.Īt least The GIMP, Photoshop. To make it short (I hate long introductions) this is a kind of recipe, but it doesn't replace experience and practise. Now and then I'm asked how I create sprites from scratch. cobble them together from pieces of existing sprites). Everyone seems to just "Frankenstein" sprites (ie.
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