Thanks again to Kiseki for taking the time to write this all out.
A note: This is the reconstructed Sprites for Dummies I promised a few months ago. Have fun reading.
Introduction:
First things first, reading this thread will not make you a uber genius spriter right off the bat. The only thing this thread will do, is give you technical tips and advise. Put simply, you won't get anywhere if you don't practice. So practice if you want to improve. Whining that everyone's a better spriter and sitting on your ass begging for sprites won't help you at all. So suck it up and sprite. And a note here. RECOLORING doesn't count as spriting. That said, let's move on.
Also, having MS paint does not MEAN that you are a bad spriter. Having PSP and PS doesn't mean you are a good spriter. What programme you use, does not AFFECT your spriting ability. Please, keep that in mind. Also, I use MS paint, myself.
Okay, keeping in mind that you must practice to improve, and that improvment takes time, you can't realistically expect dramatic improvement over a few sprites, but it's possible if you sprite a lot, and put in effort over each sprite. Smacking ugly pixels over sprites aren't helping you any. Spriting's a art. And you improve mainly by taking in advice and applying it, and practicing. I cannot repeat this enough. And, pride won't help you any. You may think you sprite looks fantastic, but in truth, it's crap, and someone tells you, snapping their head off doesn't change the fact your sprite's crap. Maybe 16 bit X's head wasn't made to go on Forte's 32 bit form. etc. (Note: It ISN'T) People who tell you your sprites are "nice" aren't really helping you any. Keep in mind.
Making the Sprite:
First things first as a new spriter, keep this in mind. NEVER recolor a sprite and leave it at that. Protoman in neon green does not cut the mustard. You'll be called crap and you'll have to believe it. And don't try to rationalise how you actually love your recolor and bullshit like that. You are just plain lazy and in denial. Granted, a recolor might look better then your first edit, but the edit would be your work, not stolen from some game and named as yourself. However, recoloring a sprite to use as a base for a edit, is a rather common technique, and I fully endorse it. Now, that I've made it clear plain recolors are bad, here's the real stuff.
First, I advise finding a bittage you work well in, and work with it. For me, it was 16 bit, for others it could be 8 bit or 32 bit. Everyone has a bittage they find easier to work with, and when you get good enough, try other bittages. And remember, never mix bittages in a sprite. A 16 bit head doesn't look good on a 32 bit body no matter how hard you try. That also applies for comics. I'm not asking you to limit yourself, I'm asking you to find your groove.
Once you've got a bittage you work well in, you probably want to work on your own charector. BnG has a large number of Rock/Forte/Blues/X/Zero based edits and recolors, so standing out will be rather difficult, so what can you do? While if you are good enough, you could probably make edits out of, for example, Rockman that looks very, very different from the other edits around, like Ran and Oppolo, but chances are, you probably can't. Still, I don't deny they are good bases to work with. So, what can you do? One, learn to custom edit, or two, try using a unique base. There are a number of ways you can produce a unique base, one would be a frankenstein. For example, Rock's head on Forte's body. (One of my preferred bases, truth be told.) Basically, taking bits of various sprites and RESHADING and RECOLORING them while ensuring they don't look like someone crapped in pizels. Another method would be using a base that is rarely used, like Auto, or Dr Light. The main problem would be a lack of poses though.
Anyway, now you have your base, you edit it. A quick sketch could help you visualise your charector better. Don't be afraid to look different, and don't immediately dismiss your work as crap if it doesn't look good. At the stage, your sprites basically look like crap. Mine do too. They really shine after the shading and touching up phase though. Essentially, keep adding and changing things on the sprite till it looks different from the base, and enough like your charector. Start with small edits, like a new chin, better eyes, good hair (People, hair defines much of your sprite. Keep that in mind. The whole head, actually.), then move on to bigger stuff like casual clothing and a big sword. If working with a non-human base, keep in mind the things that aren't human. For example, recoloring Rockman's hands and feets into skin colors just means a very ugly sprite with deformed limbs. Adjust them to human size to match the rest of the sprite. When you have the edits, done, my guess is the colors are probably fubar by now. So, it's time to shade it.
When it comes to coloring your new sprite, it's best if you can get the colors off official game sprites. They are rarely bad, though there are exceptions. Or you can get a color, and darken it into a few shades and work with that. Something important to note. Most of MS Paint's default colors are crappy, and should be adjusted. If I see another spriter with a neon Protoman head, I'll ****ing tear his head off.
Anyway, you've got your colors, so you should shade it. Which, I notice, didn't get much attention in the reconstruction thread. Which is a problem. Shading defines at leasty 60 % of your sprite. If you mess up your shading, it doesn't matter how good everything else is. It's still fubar. So, how exactly do you shade a sprite? First, fill every part with their respective colors, I( reccomend the 2nd lightest color, myself), then add the darker shades according to the light source. The edges normally are darker, except for the parts affected by the light source. The lightsource, usually comes from infront the character, diagonally above. The part farthest from the lightsource needs to be shaded darker. Seeing how your not working on a flat surface, you have to shade with the curves, folds and other details, so try looking at official sprites for examples. This gives the illusion of depth if done correctly.
Keep in mind to zoom in and out of your sprite at all times to make sure it looks right. When you finish with the shading, zoom out, and then zoom in 200%, adjusting as you see fit. And presto! New sprite!
Don't be afraid to give up temporarily if something isn't turning out the way you want. You can always go back to it later, instead of making something now that you are not satisfied with.
Put your sprite aside for a few hours then look at it again before showing it to everyone-- and preferably first show it to someone you trust to be honest about its flaws, as well. After working so hard on something for so long, it might start looking great to you even though it isn't; going away and coming back to it can give you a clearer view; I can't count the number of times I've realized how awful something I was going to post really looked and refrained.
If something you're spriting REALLY isn't turning out the way you want, start all the way over from scratch. Sometimes you can get stuck repeating the same mistakes over and over again until you wipe the slate completely clean. It's also not a bad idea to revise your sprites every now and then. There's always room for imprvement.
Custom Poses:
One thing you can do for those interesting poses is to look for sprites that do what you want, and mesh them on to your sprite. It's not a bad thing, and quite a lot of people work with Forte's kick and Zero's slashes. Keep in mind to ensure these new parts match with your sprite though. Personally, however, I prefer going scratch for these. Draw out the outline with the pencil tool or line tool, clean it and edit, the fill, shade and color. It's not difficult. And it helps you get ready for scratch.
Scratch work:
Here we are, at the meat of the tutorial. The scratch work. Personally, I sketch it out with a combination of pencil and line tool, starting with the head, then the body. I always start with a completed head. Life's so much easier with one. When I mean completed, I mean shaded, touched up, etc. You can refer to anime or other media if it helps. Always keep in mind the style you are working with though, and referring to official sprites is never a bad thing. Ending up with a X style face on a MM7 sprite always hurts. Also, have one "average" sprite of the style you are spriting next to your work, so you can compare at all times. And obviously, keep a eye on how the shades are shaded. That's my 2 cents really, and I'll just paste Thought's essay on it here.
Thought's thoughts on Scratch:
The first step in scratch spriting is to decide if you want it to be in a specific game's style. I personally prefer a Megaman 7 style just because of the cartoon feel to them (I believe that any joke is just better with those sprites than MM9 sprites). But the point is, once you know what style you want to use as a guideline you then need to study it to determine what makes it different from other games of similar bitage. The primary differences tend to be in the pixel dimensions of the sprites and the proportions of the characters. Because I know MM7 sprites, I will use that as an example. Basically, all Light-bots are 2.5 heads high (a head is the measuring unit for proportions). One head is, as the name implies, used for the head of the character. Legs are always either at least as long as the torso or longer (depending on what drawing style you prefer). The face size is another controlling factor. On Megaman his face takes up around 1/2 to 1/2 his head. As such, he looks like he is a good guy. Not particularly an amazing physical specimen but most certainly someone who works on the side of good. Bass/Forte on the other hand is also 2.5 heads tall but his head is larger and as such he is taller. However his face is, at the same time, a little smaller. This makes him look more serious and as such a little more evil. One can also detect this in Dragon Ball Z art. The more powerful Goku's form is, the smaller his face is making him look much more serious and, at the same time, slightly dangerous.
In general, however, head size in relation to the rest of the body also conveys other meanings. If they head is smaller on the body it will make the person look all the stronger (within reason). As far as Megaman goes, this is of particular note in Gutsman and Junkman. Both their heads are unusually small for their body and so both of them look a little stronger than normal (most certainly stronger than, say, iceman). This is also a result of wider shoulders. Megaman's head sit atop shoulders that are basically the same size as itself, a little bigger. This doesn't make him look too strong (the ratio however is influenced greatly by face size to shoulder width). Bass/Forte has wider shoulders and as such looks stronger and again more dangerous (this is accomplished through the pauldrons).
Eyes are another important feature of any sprite. Because sprites are small, eyes are useful for conveying subtle (or not so subtle) emotions. Larger pupils increase the cuteness/innocence of the character (note how Megaman has pupils almost twice as large as Bass for roughly same sized eye). At the same time, unnaturally small pupils can give a scared expression. Unusually large ones can imply a state of arousal (no, not sexual. Just that something desirable has got their attention, like a vat of industrial strength ice-cream). Thick eyebrows than rest heavily on the eyes will convey a stern look where as partially close eyes (minus the eyebrows) makes a character look tired.
Proportions, being so important to a character, should be mapped out for a scratch sprite before much else is done. This is where Photoshop, or any program with layers, shines. First determine how big the head is then map out the general proportions of the rest of the body using that scale (basic Anime proportions tend to be 7 head tall, with the legs being about 4, the head being 1, and the torso being 2). Then make a stickman figure of the pose using those proportions. I personally have a separate sheet just full of stick figure poses that I will use for reference. Once you have the stick figure drawn out, determine which basic joints will be (that is, where is the knee and elbow. Wrist and ankle can be useful, but many sprites are too small for this to be of much use) and mark those. Now on a new layer (or just copy the stick figure so you have a backup if you don't like Photoshop) start with the general shape of the various limbs, making sure to keep each totally separate from the others (even if they will overlap later. You want to be sure that the full left leg looks good before putting the full right leg over it. And this is useful for future poses if only a few limbs change). The shapes are fairly quick and will allow you to judge proportions without spending all the time to actually color, detail, and shade the part. For this purpose I tend to create each piece (R foot, L Foot, R Leg, L Leg, "Iron Underwear", Torso, Head, L arm, R Arm, and hair) in a different, distinct, color. Such as 255 0 0 red green blue, 0 255 0, 0 0 255, 255 255 0, 255 0 255, 0 255 255, etc. Once you have the shapes of each individual limb worked out you will be better set for adding details and shading, especially because if you are thinking in layers you will already be thinking in 3-d and so shading is easier.
Metals and anything well polished will have more shades to them and the brightest shade will be whiter whereas cloths and other dull objects will have fewer shades and the difference between then will be a little less (especially towards the light side. You won't get glare from a shirt the same way you'll get glare from a suit of armor). If you are having trouble with shading, try to first determine how light would fall on a sphere, a cone, a cylinder, and a cube. After you have that down you can determine everything else by just imagining complex shapes to be made of those simpler shapes. In general, the brightest section will be off center towards wherever the light source is. But because most things curve around, it will be totally surrounded by darker colors (unless there is not enough pixel room) and the darkest colors will be placed farthest away from the light source. Those are only general guidelines though.
One last note for poses, a mirror is your best friend. If you can't get a pose just right, I find seeing how it looks makes it easier to reproduce. Go pose in a mirror if you need to see how limbs will overlap or if you need to see how light will fall on the pose (though when posing keep in mind the angle of view for the sprite to make sure you duplicate it and try to keep the light source in mind as well).
For animations ( Just C&P jobs. I can't animate worth a damn)
Making an animation is fairly easy for me, probably because I've been doing it for so long. And I used to do it the old fashion way. Make each frame in Paint and then use Quicktime Movie Player to put them all together.
My suggestion is to get a nice animation program like Animation Shop 3, or Adobe After Effects, read the manual, and PRACTICE. Just start with small animations, like a character shooting a gun, and then work your way up.
Making smooth animation is really difficult if you don't know what you're doing. Depending on how fast your frame rate is, you need to adjust how many frames you make for a movement. Someone swinging a sword is going to use less frames than someone walking slowly. Basically, the faster the action is, the less frames you'll need. That's basically beginner's animating. I'm sure CBX and a few other people around here can post their tips as well.
Tutorials:
http://www.pixeltutorial.cjb.net/
http://bubblescope.net/matt/other/spriting/
Quote:
Original post by Amgis:
On to the point! I consider MS paint the MOST basic program when it comes to spriting. Let's start with lesson 1.
Using a base, but make it unrecognizable
Step 1
Get a base (i chose megaman) and fill in each body part with a specific color. This will make spriting easier. (and color coded!)
Step 2
Usually, I recommend spriting the head first. The head is the basis which defines the whole proportion of the sprite. The type A head is too small because the ears don't overlap with the "ears" of megaman helmet. The type B head is perfect because its round and has fits in the with head proportion of megaman's and i have a monkey on my back. (just making sure you're paying attention ~_~)
Step 3
Right now, I'm just filling in the basic "skeleton" of the sprite; shading comes in later. Be sure the proportions of the sprite correctly match the color coded base. Actually, feel free to height, shape of the body, um...mutate(?) anything in this process to suit the character that you wish to sprite. (i don't believe in coloring within the line) Be creative!
Step 4
Well...megaman-type legs are rather unusual, but this fella's going to be human. Number 1 is wrong because..well...i don't see anyone wearing puffy boots outside. XP Number 2 is also wrong because the shape of the pants is too square; 2-dimensional...Number 3 is good because it's curved and actually looks like pants! In sprites...smooth, fluid-like pictures look alot better than straight lines. An example is that the human arm isn't straight, but is curved.
Step 5
Coloring! At this point, feel free to erase the color-coded guideline. I kinda cheated in this process because I swiped the colors of protoman and bass for this one. (too lazy to make own color scheme) Zantetsu sorta went into detail about the shading process, so I'll be blunt. I use the shading to "smooth" the edges of sprites. Oh yeah, rule of thumb, to save up some color space, it's usually good to withold some colors sometimes. Notice that both the coat and pants both share the same color table, however, the two look like different colored articles of clothing. On the coat, I mostly used the light color and did not use the dark, but on the pants, all colors but the lightest shade are put on. Clothing tends to have wrinkling, and it's best that the shading shows it. Some more tips is...just look in a mirror, and look at your clothing. I tried spriting a skirt once, and shading was off. I'd be in a dress and look in the mirror but...EWWWW! Scratch the thought! XP
Step 6
No face? If I plan to put something, like shades, for instance, I sprite outside of the face, and just paste on the accessory. It saves the mess of having to erase within the face if I mess up on it.
Step 7
Hair, my archnemesis! I seem to recall Oppolo did a great tutorial on spriting. He also had something about hair, go ask him! And tah-dah, it's finished.
Next lesson:Proportions when converting a sprite to a lower bittage
Haha, I'll post it later. XP I have homework and finals waiting to be studied and done for. (whoo! i'm toast!) Oh yah, a preview button for posting would be nice; it's rather difficult to proofread if I can't see how it would look like.
Edited by Amgis
And here is a basic tutorial that shows a trick to getting anti-aliasing and opacity using MSPaint.
http://www28.brinkster.com/kurobei/SpriteTutorial.html
Blood Spriting Tutorial:
http://forums.aftervision.com/index.php?showtopic=8490
Shortcuts:
PSP:
Click the box to Lock the style. It's much easier (at least for me) if the colors stay the same for all tools.
Use pure white and pure black freely; the only people who have to worry about this making their sprites have weird transparencies are those who use horrid programs like MS-Paint and a large number of GIF converters. Use your programs superiority to your advantage! -- This only applies to Photoshop and PSP users, I suppose.
ctrl-shift-e Pastes as transparent; the second color you have will be the transparent color.
ctrl-shift-c Copies EXACTLY what you see! This means all visible layers will copy as if they were first merged down, but they won't be -- it's very useful. Keep in mind that if you only have one layer, however, it won't copy what you have selected at all -- just use ctrl-c then.
Just press (b) once to switch to the brush tool. Make sure the layer box isn't active when you do, however.
(f) switches to the flood tool.
Holding ctrl (or alt for PS users, I think) will usually change whatever tool you are using into the eye dropper -- extremely useful; when you release ctrl, it changes right back to the tool you had selected.
Right Clicking will preform whatever action the tool you are using would normally have only with the secondary instead of the main color -- excepting certain tools like the Marquee set and the Letter/Text tool.
Hold alt down, then press (and release each key after pressing while holding alt throughout) c, a, e in that order to bring up the Hue Map dialouge. Now you can instantly recolor an entire sheet in a matter of seconds!
Credits: Disciple, Robert Oakes, Maneko, Disciple, Ran, GW6560, Oblivion, DisgruntledFerret, Harpuia, CattleMan7x7, Sanitizer Man, Gamorian, Guy, JJ, Silverfox, Zantetsu, Amgis, Dakedesu, Thought, Oppolo