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Fakemon Evolutionary Line.


Zeroshot

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I think your better than jappio o.O

Wow zero' date=' you been holding out on me

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Really? Shweet.

 

 

How long did it take you to make these?

 

The final evolution took me about an hour. The other 2 took me less time. I didn't keep track.

 

 

10/10

They rock.

Speechless.

They do rock. Thank you.

 

 

 

 

Paint? Paint!? dang your good.

 

i am just asking what is the first one and what is floating around it?

 

I have no photoshop nor Gimp. Paint is my only choice, therefore making it the best choice.

 

The first one, as I stated before is called Garsoul. (Garbage+Soul) the Scrapped Pokemon.

There is half of an old Pokeball, a rusty pipe, a toaster and a random piece of metal floating around it.

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Not that bad, but not really for PKMN sprites. They're too big and just don't really look like pokemon. There's a fair amount of missing shading, especially on the borders. The bottom halves of Scrapnel and Garbsoul's toaster/metal thing look really flat as well.

@people saying "omgawd paints lolz", Paint isn't that bad for spriting/pixel art. It's only real flaws are no gradients (inb4lolgradients) to get shading curves, and no layers for organisation (mainly on bigger projects). If you think you'll do larger projects, then Gimp would be good. :)

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Not that bad' date=' but not really for PKMN sprites. They're too big and just don't really look like pokemon. There's a fair amount of missing shading, especially on the borders. The bottom halves of Scrapnel and Garbsoul's toaster/metal thing look really flat as well.

@people saying "omgawd paints lolz", Paint isn't that bad for spriting/pixel art. It's only real flaws are no gradients (inb4lolgradients) to get shading curves, and no layers for organisation (mainly on bigger projects). If you think you'll do larger projects, then Gimp would be good. :)

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Finally, a useful rating.

I've been waiting for a post like this.

Nobody noticed that I used all black for each outline

Frankly, shading is something I really need help on; I've been splicing for almost a year now and I still barly know the basics.

 

I didn't really try to make the metals seem 3 dimensional for now, they're just small details.

Think of it this way, by taking the metals around it out, it would still be the same fakemon.

Meh size, I'll fix it later. I based the size off of a Giratina sprite I had laying around though.

 

Thanks for your advice.

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If its decent critique you ask, I shall give. I noticed that the idea that you were better at Fakemon than me, which may be true, its matter of opinion. I think though part of the deal there is your concept is better, but some of my skills are a tad better.

 

On a quick side note with the whole paint thing, a lot of us spriters use Paint, or programs just as low tech as it. Spriting deals mainly with pixels, there is no need for the many fancy tools other programs. Paint is easy to use, and has what you need to make sprites simple. Too many buttons and options will add only a weird feel to a sprite in the end in other programs probably. I mean its like using a rocket launcher to shoot fish in a barrel, complete overkill.

 

Just as curiosity, how do you go about making these. I want to say you used a similar method as I do. What I do is think of an idea, then draw. I scan and shrink it, and then outline in paint to make the border. I erase the rest of the image, and then I get to work on colors and shading and touch ups. You though of course wouldn't need to do those first few steps using someone elses idea (which I hoped you asked the original artist for permission). I'm guessing you took the image and shrunk it down a various amount, then traced and stuff. Or you didn't quite trace, but at least had the image real close but for reference of course. This is just my assumption on your technique though. From experience I know its a pretty quick ways to get things done, form can be tough going off from pure scratch. Now onto the specific critiquing.

 

The shape of the first guy is a little off. I want to guess you may have use the circle tool for the main shape. That is a big no no usually when spriting. Paint circle tool doesn't make a perfect circle, or at least not a perfect sprite circle. I mean its hard to exactly explain in words what I mean. The outermost part of a circle is usually the largest, then as it curves in the lines that make it up get shorter and short, then when they are just one pixel they lengthen in other direction. Ok I'm probably not explaining this right at all, here I drew a picture:

 

Circleexample.png

 

See how in yours your numbers don't really flow. While in the my curve goes in a type or order, high to low. That's the basics to making roundness.

 

Next I have an issue with colors in general. Not even quite the shading. You have three different red things, you should have made them al the same red. Now normally in most arts, lots of different colors is a good thing. With spriting though there are a lot of limitations set on them. This is because normally they are put in games. So you can't have too many colors or it takes up too much memory. Pokemon has a set number of different shades and colors you can use. All those red things should use the same reds, all the gray should have all the gray. Even when not doing Pokemon style, sprites generally try and restrict their colors. Also I really don't like the toaster's color. Toasters are not brown usually. Usually they are as sivler color if metal, or a black if they have a plastic housing. Even if rusted, they wouldn't have that color.

 

Speaking of limitation, size is a common one too. Pokemon Diamond and Pearl sprites use a 80X80 frame. You're guy here is 121 tall, 41 pixels too bit. With this one it would be easy to fix, you just have to move that pipe up 41 pixels or more, which isn't hard, also if you put it over the main body it adds more depth and gives the whole thing a more "cluster of floating metals" look.

 

Now onto shading. Shading I see as the hardest part of spriting, or at least one of the hardest. It adds depth, shape, and much more to a sprite. You don't have the worst, shading, but a lot of it needs a good amount of work. First off though I need to explain light source. A light source refers to the imaginary point on the image where all the light comes from. Normally in most sprites, especially Pokemon, it is to the top left. Now its important to think on a 3D scale and have a good mental image when spriting. You have to think how that light will hit the object. Where it hits directly will be the brightest spots, where it is being blocked or can't get to will be darker. On the toaster. If the light source is on the top left, then the top of the toaster, where the slots are, should be brighter than the side that isn't getting hit by the light. On the eye ball, you have that white and pink 'highlight' as we call it in the spritng biz. a highlight on a sphere does look like that, but it wouldn't place on the darker part. A highlight should be on the brighter part, aka that lighter shade of red you have to its right. Just like drawing circles, shades go in order. Lightest, light, normal, dark, darkest usually.

 

Shape you also have a problem with. Like on the toaster. Some lines look really weird, not very straight, while others are oddly curved. You're probably using a lot of line and curve tools, which are nice crutches, but most things have to be done from the pencil tool. I really don't like the Pokeball.

 

The second guy is kind of a let down comparatively to the first. Normally Pokemon grow in size upon evolution, the sprites should show this. It also is a lot more boring. I know you borrowed the idea from someone else, but since you're doing the Fakemon, you have the chance to make something different from it. I really don't like the shading choices, it is very flat. The thing also has too many sharp corners, if its body is a ghostly one, it doesn't keep a physical form, and so it flows more, and should have more rounded edges. The shading on the bottom right part, is really purple. It goes gray then barely changes shade, but instead changes color. Also there is a good amount of inconsistent shading, specifically with the highlights on the metal chunks. Also there are like two random white pixels in there.

 

The last guy avoids the middles guys mistake and it does look like an evolution. It of course is too big. The arms on it look very flat, making the whole thing look flat. I really like its design, just like the first, but I guess I can't really give you credit for that. A lot of the issues with this one come with shading inconsistency, and its position. Sprites, specially Pokemon, don't face towards the viewer. They face to the left a little. This one though is look right at us, which is a major problem. The eye looks very weird, I'm not sure if its suppose to be round or not. You still have too many colors of course. Also if this thing is made from junk yard type stuff, most of the metals in it shouldn't have white highlights. Metals found in scrap heaps are dirty and don't shiny as much.

 

Also you said how you have nothing but black borders. That is for the most part always a problem. Best advice I can give for that is first make it with black borders. After shading go around the sprite. Where ever you have a spot on it where the black borders a light shade, change the border color. Make it into a dark shade of the color you're using for that part. For example on something made of steel, use a dark gray instead of black for part of the border, erasing where the light hits that border.

 

Well I guess that's all my critique. I'm sorry for the very long length, it's practically a tutorial. I figured though you wanted decent critique. Also its so long because sprites aren't as simple as a recolor or splice, there is more things to comment on. Also its not all the same things I usually have to yell at. It gets old and hard to continuously tell people they messed up borders. With you I got to say some new stuff. I hope it all can help you.

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