I've only just started myself! So bear with me if this is hard to follow: For the base: I made 2 semi-circles and filled them in with the gradient I was using. I then used the gradient tool to "angle" the gradients. I then put the two semi-circles together. When I placed the red spring over it, it gives the illusion that the gradient follows the circle. For the shine on the red spring: I plced a larger circle with a gradient on it under the a smaller circle so you could only see the outside of the circle with the gradient on it. I hope that helped!
<!--quoteo(post=238846:date=Oct 29 2008, 01:21 AM:name=Hodgy)--><div class='quotetop'>QUOTE (Hodgy @ Oct 29 2008, 01:21 AM) I have attempted to make the screws sharper, and I have also made everything the correct size when compared to the original sprite.[/quote] -Screws are still a little bit blurred, maybe trying to reduce the black into them should fix it! -The tube's perspective is wrong, you can see the spring's lower outline is bigger, and the base below has a big red stripe that makes its perspective irregular. Refer to the original After you completed this, there is only 1 remaining frame to do! ^^
Hodgy, here is another idea for you: philips/cross head on the screws. I couldn't tell you why, but it feels like that style would 'fit' well on this piece.
Sorry for the slow update! I've been rather busy today I Have fixed the perspective making it match the original frame. I have also attempted to fix the bluriness of the screws ( sorry Canned Karma making phillhips screw heads just makes it blurier) I think it is so blury due to the random angles I have put them at
Guys, I don't think the back squares are screws... if they were, they'd have some gray in them (it's not like the original artist didn't have grays, look at the base). When I was younger and played the game on my MD I always saw that as just a drawing on the pad, like little arrows pointing outwards. Hard to tell from just 4 black pixels, but certainly not a bolt or screw. EDIT: Something really simple, like this:
<!--quoteo(post=239046:date=Oct 29 2008, 05:53 PM:name=tokumaru)--><div class='quotetop'>QUOTE (tokumaru @ Oct 29 2008, 05:53 PM) [/quote] I never thought they were bolts, either, otherwise, wouldn't you see them bulging out on the first frame?
Not only that, but wouldn't they be gray or something? It doesn't make sense to use black for screws like that.
If they were arrows, he'd be able to draw them as such. If they were screwed in screws, they wouldn't stick out. Finally, having greys doesn;t help if the block is 2 pixels square, does it? =P
I think they should stay dark like in the original. If they wanted them to stick out like the rest of the bolts, they would have made them lighter, like in any badnik. But either way, I was thinking... should all this stuff have bolts or screws? We might want to have some consistency on this, choosing whatever kind of bolts/screws would be used for these mass-produced objects and badniks (it's not like Robotnik hand-made any of them). I know it won't be too noticeable, but anyway... =\
Hey guys, I have finished the CPZ moving tiles frame 1. I took into account gradients like hodgy did and I think it turned out well! My HD Version: Sprite Versions: Oh and here are those 2 monitors youy wanted me to update Vincent
I think those black dots are holes. That's what I've always seen em as anyway. SANiK's version on the holes looks really good. The bolts/screws makes it kinde weird to look at, not really used to the grey shade on that red :/
I'd say they look more like rivets now, and I like it :D Although until it has been decided. The screws I have used up until now will be used.
<!--quoteo(post=239066:date=Oct 29 2008, 07:26 PM:name=Overlord)--><div class='quotetop'>QUOTE (Overlord @ Oct 29 2008, 07:26 PM) EDIT (to avoid double-posting): <!--quoteo(post=239080:date=Oct 29 2008, 08:10 PM:name=Kamon62)--><div class='quotetop'>QUOTE (Kamon62 @ Oct 29 2008, 08:10 PM) [/quote] The effects are nice, but there is a lack of definition that is a dead give away that it was based on lower resolution art. The lines are too thick, things that should be crisp are too blurred. There is an overall lack of detail that *almost* makes this look like it was scaled up by a filter.
<!--quoteo(post=239086:date=Oct 30 2008, 10:27 AM:name=SANiK)--><div class='quotetop'>QUOTE (SANiK @ Oct 30 2008, 10:27 AM) [/quote] How's this? I have brought the lower shades into a more circular shape so that it looks like the actual dimensions of sonic's head. I have got rid of that lighter shade around sonic's eye that was making it look blury and added a darker shade to the middle spike for depth. Tokumaru, although I don't fully agree with what your saying I do understand what you mean. These lines can be thick or thin, it's the artist's choice. Because those sprites are only thick thay can't tell us weather they should be thin of thick. It can be either. Nonetheless have thinned out the lines. If there's anything in particular that needs changing can you make a chart like SANiK did so I can see what to fix? Here's the new one.
But the sprites should be HD. A HD sprite is a sprite that has added details... whether the original has thick lines, or has large black spots on it is irrelevant. We can only really guess what these details are, but sprites SHOULD be more detailed. Right now, that looks like it was filtered and fixed up. Not what this project would be aiming for, I'd say.
Another nice piece coming. We are about to test it animated after this version is complete, for the final bugfixes! Before this: -Borders of spring are too thick! (make the inner part of borders half size!) -The lower part of base seems to finish too early compared to the original frame. -Shaded part of metal base is different from the original Really nice! The muzzle shades, are still very color step. Don't forget this will be the final Sonic frame, and colors need to match perfectly! -Face mouth expression should be "badass" style! -Spotlight on eyes is too big -Left part of muzzle has garbled pixels It's ok for a base, but: -The light bulb metal part is partially cut out from the frame. -Lines are too thick -Shadows are too flat, add more inbetweens -Bubbles are squared! -The black lower horizontal lines, could be much more defined for extra HD results! That's a really neat idea and solution for different designs. I mean, doing a "bolt-set" to be used by artists (in Illustrator, Photoshop and Flash formats), things would obviously blend in perfectly. I always believed the artistc ideas you gave us has great importance to the project. Why don't you have a try at this ICE? ^__-
<!--quoteo(post=239104:date=Oct 30 2008, 12:11 AM:name=Kamon62)--><div class='quotetop'>QUOTE (Kamon62 @ Oct 30 2008, 12:11 AM) To sum it up, you seem to be making a pretty direct translation of pixels and imagining very little. The fact that we can address things that were obviously pixels in the original art is a clear indicator that something is wrong. Maybe you should look at everything that's blocky or blurred and imagine what kind of detailed shape could lok like that when scaled down. Even if it wasn't the original artists idea, there is some room for imagination and reinventing in this project. I'm not saying your work is bad (although there are some problems that resulted from carelessness, such as the alignment issue, you should pay more attention to that), but you seem to be taking the "safe" route and making a direct translation. However, every successful piece of art in this project resulted from a reinventing process. If the goal was to simply "fill the gap between pixels", a filter would've been used instead of artists. The only reinventing I can see in this block is the purple thingy at the sides of the yellow platform. There you can find some detail that wasn't present in the original. The same must be done for the rest of the block.
Allright, then. If the quality sucks, I'm dreadfully sorry, I'll search for a way to fix it. Please give me feedback, before I work on the rest of it. I'm crosseyed for the moment. View attachment 2405