#everything was too pale basically. lacked saturation. i wasn't expecting to be realizing so much this early in this whole asset thing.
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this week's progress....
For bigger sprites, I really do have a better time freehanding spritework instead of trying to work off a base body sprite. I had the same realization back when making sprites for CotO, but yeah working from the exact same sprite bases is really... limiting for me lmao. It literally took me more time trying to get this sprite looking good in the confines of the sprite base than just drawing over it.
Anyway, I realized I MAY wanna run back Knight01's color palette in the sprites. It's a lot easier to make things out with Mage01's varied colors compared to Knight01's primarily white palette... I'm understanding why games sometimes have wildly different tones of color between the character's big rendered art and their small sprite art (beyond old consoles' color limit). Easier to see what's what without everything being a shade of white or accidentally blending in the background.
Ya realize something new every day that's tha beauty of life and all.
#progress post#knight01's srpg sprite is fine since those are small enough.#but the walk sprite had a lot of extra shading going on BECAUSE the similar shades of white kept blending w/ each other & the yellows#everything was too pale basically. lacked saturation. i wasn't expecting to be realizing so much this early in this whole asset thing.#but i welcome it ๐๐๐บ๐๐บ
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