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Sprite Competition #151: New Challenger Aproaches
OmegaK |
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Hey look its that girl that doesn't move her arms
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| QUOTE (Soiyeruda @ Dec 7 2008, 02:22 PM) | But it depends on what you're doing. Shape and Lineart (Just IMO) aren't the main part in deciding a style. How the sprite is shaded should be the biggest factor.
It's what sets apart bubbly, colorful SPP from 3D-Esque SMRPG or the colorbook-looking YIDS.
Of course, good shading obviously won't look good if the lineart sucks.
I'd suggest just using a character who in NO WAY looks like the reference you are using. That way, you can't exactly copy the lineart, and just edit the inside (^v^) |
I'd go along the lines of scale, angle, and shading. To match a style, that is. Get as many references you can, study pixel width for things like eye distance, foot size and the way bodies are formed, the minor details like that generally do make the style what it is.
With SMW there are lots of flaws in the style (pillowing, bad anti-aliasing (if any)), so I suggest you use a different one altogether. Practice makes perfect.
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