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Chibi Sprites (super deformed) |
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Hello again, my talented student. Its time to cover a very special aspect of the fighting
genre, a style which charicaturizes personality with great exaggeration! Its time
to learn about Chibi Fighting Sprites! These types of sprites are most popular
with capcom's Gem Fighter and Pocket Fighter game series. So what is "Chibi"?
Well if you've ever watched an anime cartoon where the characters heads are cutely
drawn, overly proportionate to the rest of their body, (Naruto series comes to
mind instantly, along with some Kenshin scenes) usually depicting some sort of
exaggerated emotion, invoking some sense of humor. Its basically the Japanese
equivalent to "charicatures" if you will. |
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![]() ![]() ![]() First thing's first. Getting the proportions down. Block out your character with a rough lineart of what pose and items (if any) your sprite is going to be carrying. Proportions are the hardest part to emulate due to their highly exaggerated nature, so take as much time as you need in this step to get it right, because it will make the rest of the process a breeze if you do! |
• First thing to note is the general proportions of
the usual chibi characters used in the popular Pocket/Gem Fighter series. The
head is the most important part, as it portrays the most emotion throughout the
body, relative to its area of course. So in any case, The average male body should
stand around 70 pixels tall, the head of which takes around 30-32 pixels both
in height and in width. Yes, it is important to make the head wide as well. In
fact, our whole sprite is going to resemble a horizontally stretched human figure,
to a very severe degree. Following the head, the waist should be about midway
through the sprite's body, if not slightly below that centerline. Because the
head takes up so much realestate, if you do not make the body hang a bit lower
than the centerline of the sprite, the torso might appear too short, but that
is sort of an individual character/sprite issue. Also, our arms should be rather
large and long compared to the rest of our body, much longer and fatter than an
arm of normal proportion! Just to give you an idea as to how big, the fingers
are going to be about 2-3 pixels wide per finger! so make sure you block yourself
in ample hand room when roughing out your sprite. |
![]() ![]() ![]() Just blocking out colors! throwing in a bit of lineart in there as well. Facial expressions are very important, and might be good to block them out early. Check out how the eyebrows stick out of the hat as if they werent attached to the head at all! classic chibi feature, the floating eyebrow... remember that ;). |
• Our next step is basically just blocking in more color, we've added
st0ven's signature blueish tone to his gi, which will be useful to repeat in the
swordblade, since an orange blade would be rediculous, so lets go ahead and block
all that in. Also at this time it would be cute to block out some sort of facial
expression. remember this face is going to be the defining point of your sprite,
so make sure it really shines through with alot of emotion! |
![]() ![]() ![]() Add some highlights to give form to your hues that you previously blocked out. If you have any objects overlapping the main body, detail those first, in case you have to move it, no background work will be ruined... or just work on more than one layer ^_^. Start AAing out all of your lineart to get it nice and smooth. Also, remember, light pulls out, dark pushes back. Use this truth to create areas of depth using flat areas of tones. Dont add too much depth or you'll lose your anime quality to your sprite! |
• Now its time to give our st0ven a
bit of form. Using some new highlight tones, I've made his shoulder and chest
stick out a bit in the foreground. Also using even lighter blues, we gave him
fun socks! the lightest color is damn near white, which will come in handy for
when we do the sword! Also, watch as the back shoulder gets pushed even further
into the background in these two different versions as we introduce a new shadow
tone. This depth trick of color is a great weapon to have in your arsenal, and
is especially necessary to create depth in a sprite style that stresses minimal
shading. |
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And our final step, as usual, is to smooth out everything, and add the last bit of detail, such as embroidery, tattoos, markings, extra highlights needed to detail key features, etc. Note the absence of heavy outlining, which helps to maintain the cel shaded style. St0ven makes for a great character study! |
• Lastly, we are adding the extra goodies ontop. Introduced our last
few palette entries, including some orange highlight colors which double as skin
highlights. We use an even lighter orange to help pull the left leg into the foreground,
just as we pushed the shoulder back in the previous step with darkness, we are
pulling the leg into the foreground with lightness. Also our arm needs a bit more
form at this point, so we have a new skin highlight which will bring out the lower
lit areas of the face, the left forearm, and the right hand's knuckles. Also its
time to put on the finishing details such as the embroidery on the hat or whatever
clothing your character may be wearing. Just to add a bit of flair to the face,
ive put on some neat little warpaint/scar patterns down his left cheek to make
him super cool! |
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