|
23.03.2005 - "First Fighter Sprite"
|
|
This week's mailbag submission is a request for help from a "Richard J." on an attempt at a beat-em-up,
'fighter sprite'. He attests that he was using SA.com pixel tutorials from
Grath as a reference
for this particular sprite attempt. Here is an excerpt from the request email:
I am not a muscly guy myself, so I don't know if I got the placement of arm muscle
(Especially for his right arm, which doesn't appear to look right) and overall the piece
seems to look generally awkward. I feel that the trousers have been done correctly and so
the problem is likely to be with his upper body. Perhaps is proportions are a little off,
making him an accidental mixture of the Beat 'Em Up and Chibi styles.
|
|
|

Lets check out this sprite as it was submitted here. Check out the general proportion
measurements in pixels. The legs look way long compared to the torso, dont they?
|
• This is our original submission peice from Richard. Not a bad peice if you ask me.
Just at first glance, this 'muscly guy', who I feel like naming "Richard" (he sort of looks
like a Richard to me), appears to have some nice technique and color choices. The first
noticable problems Richard might have is his anatomy. The damndest thing about anatomy is,
you could have the best pixel techniques in the world and your fighting sprites could look
awkward because of ill-knowledge of proportions, muscle groups, etc.
So have a look at some of the pixel ruler lengths for the segment of the body. The overall
proportions look okay, the torso is about 30 pixels tall which is just about perfect for
a sprite at this height (about 125 px tall). However, there are some problems with the length
of the appendages. Most noticably, the arm on the left part of the sprite (the sprites right
arm) is looking very short considering his torso length. Arms hanging down, they should come
down roughly to the middle of your thighs. In this particular sprite, its only coming down to
his waist. Also, it appears to me that while the length of his legs are fine, the length of
his upper leg, above the knee (quadirceps) are too short in comparison with the lower half of
his legs, below the knee. Finally, while the sprite colors and technique itself look decent
enough, his stance and posture in general just feels 'uncomfortable' to look at.
Lets proceed from here by breaking this guy into 2 groups, his upper and lower body, for
easier dissection and digestion of what is going on at the moment.
|
 
Check out the length of the leg segments. The original example had quadriceps which were about
the same size as the lower half of the leg beneath the knee. Your quadricep muscles should
extend a few pixels further down, giving them a longer length than your lower leg segment.
|
• Lets begin with the lower leg. We see here a comparison between the original sample (left)
and the beginning of an overhaul on the leg structure and cloth folds (right). Check out the
proportion bars to the left of each pair of legs. In the original example, the yellow bar looks
much longer than the orange bar above it (signifying the lower leg is longer than the upper segment).
In all fairness, you have to keep in mind that I have included the foot in the yellow region of the
leg in both examples, so its not fair to say 'the shin in the original example is actually longer than
the quadricep muscles', but it would be accurate to say that the shin and quads are about the same
length.
What we want to do is extend the knee down about 3-5 pixels in this example to make those quad muscles
longer than the shin and foot region, or at the very least, make them almost the same length, favoring
an extra pixel or two for the upper leg lenth. What this does is ensures that your sprite does not
appear to be 'walking on stilts' as I like to put it.
Next, note how ive pretty much stripped the legs of all detailed cloth folding. We are going
to employ some dynamic cloth folding to these swishy looking pants to give them a natural
look and feel while they are hanging off the character's leg. What I HAVE done was generally
shaded the pants to block out the major muscle groups and structure of the leg. The quadriceps
above the knee are shaded in an orangish highlight tone while the shin area underneath the knee
has a bit of a faded out maroon tinge. This would be a good time to point out that I'm also
going through the liberty of simplifying the amount of colors used. This way you can easily
keep track of all your highlight and shadow tones. At the moment, Im using 1 'highlight' tone
(the orange used to highlight the quads), a single midtone (being employed to the cloth hanging
off the shin area below the knee) a shadow color (which is ever so generally blocking out some
places where i will employ cloth folds), and finall an outline color (the darkest color being used
to punctuate the outline between the two legs where shadows dwell heaviest). Also note the shoes
have been simplified and squared off so that the back foot appears planted on a level surface.
|
 
Next step is to block in some more cloth folding elements. Notice the angular nature of the
direction in the cloth folds...they all run parallel.
|
• Time to add a little depth into these pants here. Lets block in some of those nice
cloth folds you had implemented on your pants. Im just going to go through a very general
style of cloth folding for this sprite, for it could easily turn into its own lesson (and probably
will show up in its own tutorial one of these days).
Check out the pants with those funky looking arrows. This is the general ebb and flow of the
diagonals used to create the folds in the cloth. Notice how they have a nice steep, angular slope.
It implies gravity is doing its job, yet the cloth has stitches in the seams that are holding it
in place regardless of gravity's influence. One important thing to note is that cloth folds happen
more often (and dramatic) than not in the areas of the pants where the objects underneath the cloth,
otherwise known as 'the legs' in this example, DO NOT brush up against and give support/structure to the
hanging cloth. These areas in pants are commonly found in the crotch area, behind the knee, and around
the ankle where the cloth is usually much thicker than the bony ankle structure. Areas that are not
so much affected are where the quads fill out the pants above the knee, and the calf muscles sticking
out below the knee, towards the anterior facing of the leg. Notice how the areas listed that are more
prone to cloth folds have more influence from the illustrated diagonal lines than the protruding
structures.
Colorwise, I've introduced a new highlight to the right facing leg. This new highlight brings that leg
out into the foreground moreso than the other leg, adding some extra depth to the leg structure. As for
shading and AA, Richard had a good deal of that technique wise. But the colors might have been a little
too contrast-ish, especially regarding that highlight orange tone. With our revised example, shading at
this point is a bit more subtle and simplified, using only 4 colors instead of 6 or 7.
|
 
Time to add the finishing detail with some of the more subtle cloth folds, adding a bit
of contrast in certain key areas to emphasize the current folds.
|
• Taking the legs a step further, Notice that the cloth folds on the new example (right)
have a bit more 'punch' than they did in the previous step (left). The calf on the right leg
was given a hit of a highlight tone to emphasize its presence. I used the darkest shade to
give depth to the current folds near the ankles and inside areas of each leg, giving the legs
in general that nice round, solid feel they need to look believable.
If you desired, you could take this a step further by adding a bit more shading to the general
cloth folds already illustrated to create more subtle ebbs and flows in the cloth, but I dont
like to get much more detailed than this stage for this style of sprite.
|
 
The muscle anatomy is generally correct in terms of placement and form, but some nuances keep
it from looking 'correct' and solid. Anatomy and structure comes before all other shading
on the ladder of precedence.
|
• Lets move on to this torso now. What I've done is taken the revised leg structure from the
previous example and posted it onto the existing torso. As I had mentioned before, the torso on
this peice is the right height for the size of the sprite, but some of the muscle structures are slightly
awry. So what I'm going to do is remove all the highlight colors from this sprite, knock this baby down
to 3 colors (again). A highlight color, a midtone and a shadow color, and ill reuse the outline color from
the legs for the pants.
In comparing the two versions, it is easily visible that the main problem with the torso isnt so much with
the torso, but rather the arms. Sadly, another thing that I could make a whole separate tutorial about is
anatomy, but as 'Grath' would point out, there are numerous tutorials out there on the net for anatomy, as
well as in books and magazines, so I wont go into detailing out exactly what muscle structures needed to be
adjusted and how (and another reason for this is an ignorance on my part on a super detailed breakdown of anatomy,
heh). Hopefully a visual comparison at this point is sufficient to point out the differences and correction.
Structure at this point is everything. Dont bother doing any detail or shading on your muscle strucutres until you
are very positive that the base anatomy is correct, because more often than not youll have to wind up changing or
all out erasing that nice shading you've done if you find you have to change the basic anatomy later on.
|
 
Lets add some muscle detail. Notice the light sources and how it lays on top of the base anatomy
to create more subtle muscle groups. As light casts highlights, it is equally important to remember
that it also casts shadows.
|
• Now lets add a new highlight color to bring out those muscles. Check out the arrows on the right example.
The white arrows pointing down indicate the source of the light hitting the sprite. The chest and shoulders
are accented the most. Another area which is hit but seldom considered is not the abdomen muscles as a whole, but
the lower abdomen muscles in particular.
While highlights are important, its also important to consider shadow. Specifically under the arm and around the
'lateral' muscles on the torso under the arms. As with the folds in the pants, darkening these crevices will make
the sprite look more round, solid, giving it more of a realistic form. Also note i think i trimmed the top of the
head a bit so there was less cranium on the top, heh. Removing that greyish highlight from the hair actually made
the head look more clear.
|
 
Lets add some muscle detail. Notice the light sources and how it lays on top of the base anatomy
to create more subtle muscle groups. As light casts highlights, it is equally important to remember
that it also casts shadows.
|
• Last step in the torso that is ever so important for bulky guys such as Richard is to add
the final finishing touches to the muscle structures, creating 'striations'. This requires even
more knowledge of anatomy to understand how the muscle strands of a particular muscle group together
to form that muscle, or at least how individual muscles form a muscle group. At this stage, we are
illustrating these subtle features.
This probably isnt a perfect anatomical rendition of Richard, for example if you stare at the
revision at this point his legs might look a bit long in comparison to his torso, but its a bit more accurate and believable
in terms of the length and form of his appendages. He looks solid enough to me at this point to display
as a casual peice.
Overall I think the original sprite was very solid, a bit more knowledge of 'the muscly stuff', a.k.a
anatomy would have done Richard better from the start.
|
|
Back
|