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Peteyfoot posted:Does a step-by-step tutorial exist for going from a high-resolution sketch to a low-resolution sprite? For example: Think of it like painting on top of an underdrawing. You'll make a line drawing to work from, then build on top of it by blocking in colors. You will progress from general to specific as you apply more detail.
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| # ? Nov 17, 2025 01:28 |
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Those are pretty high-res sprites. I'd start by just copying the sketch into my spriting program, then touching up the outlines. Then, yeah, block in colors and go from there.
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Derek Yu has a very old tutorial that covers it.
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Thanks for the tips! I was actually admiring the pixel art in UFO 50 recently — that Derek Yu tutorial is exactly what I was looking for. Thanks again!
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Peteyfoot posted:Does a step-by-step tutorial exist for going from a high-resolution sketch to a low-resolution sprite? For example: Not a step-by-step but Aseprite has a great reference layer tool that can really speed up getting proportions correct. https://community.aseprite.org/t/how-to-work-with-references/14684
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Scut posted:Not a step-by-step but Aseprite has a great reference layer tool that can really speed up getting proportions correct. man I wish I'd known about that before!On that note, something that y'all should know about Aseprite is that it has tools for adjusting brightness/contrast and hue/value/saturation. They're in the Edit menu, under Adjustments. Makes for an easy way to adjust your colors, make black-and-white versions, that kind of thing. Obviously of less utility if you're working with a predefined palette, though.
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Getting back to doing some small work. A whole bunch of roughly-64-pixel-tall figure drawing stuff for upcoming RPGs, to try and learn proportions and pose better. These are just grabbed off my larger work-in-progress board so no fancy background or organization, besides "the images are mostly in the order I did things". The party for our Mothership game: ![]() More exploration for my own character, plus a relevant NPC: ![]() Handful of NPCs to throw in: ![]() And for a solo RPG project, the start of an inquisitorial warband: ![]() Outside the figure drawing stuff, some portraits for the Mothership PCs too: ![]() Having a lot of fun with it. By no means am I fantastic at this but I'm improving (I think).
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Getting FF Tactic's vibes on the portraits. My (unsolicited) critique/Advice: Colours: Could experiment with more hue shifting so it's not a straight ramp (doesn't have to massive changes, but might make them more interesting visually). As well as more contrast between tones, some are pretty similar, could also do with some more saturation, quite washed out but that could be what you're aiming for, if so you could still still add a bit more whilst keeping the muted palette. Proportions: Would really recommend life drawing, if you aren't already doing that, it'll help massively with anatomy and proportions. Also recommend Chris Hart's Figure It Out! Human Proportions book, I'm sure there's a pdf out there of it, either that or something like loomis Avoiding the use of internal dark lines, instead focusing on shadows created by limbs could give you more space to work with
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Ash Crimson posted:Getting FF Tactic's vibes on the portraits. That's the goal! I appreciate the advice. I'll definitely try and find a copy of that book. Been recommended a few and just need to make the time for reading/practice. On color palette, I've been aiming more muted in general but I can try and punch it up a bit.
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SkyeAuroline posted:The party for our Mothership game: This is a great scale to work in for an RPG campaign. You can pretty quickly make alterations to the art to reflect the state of each character before your next session. Try squinting at the screen to see what colours disappear into each other. That will tell you what portions of your palette lack contrast, and can also hint towards elements in the art that could be consolidated into one cluster.
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![]() ![]() ![]()
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At a really quick glance i feel like solid shading through clusters rather than dithering might be a better option, although that always runs the risk of banding if you go overboard. There's some banding around where the hair(?) Meets the skin, could be fixed by making it larger via corner connections or/and by thickening it to 2 pixels, maybe even darkening it, if i get a chance I'll try to do an edit to show you what i mean Right now, parts of it read to me as noise, but i like the intent behind it Ash Crimson fucked around with this message at 20:47 on Oct 9, 2025 |
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Thanks for the feedback! The intent with the dithering/noise was to try to convey a rough/scaly texture. It's not executed as well as I might like, but I'd spent hours on the piece already by that point and was ready to be done. I usually only work in 16x16 pixels, so this was a big step up.
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![]() Random scratchpad.
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mega cool. getting Incredible Machine vibes but that's more to do with out-of-context floating assets than anything about your style.
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Do yo have Tiled or Pyxel Edit? You could mock up some levels pretty quick.
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| # ? Nov 17, 2025 01:28 |
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https://bsky.app/profile/byobattleship.bsky.social/post/3m5cvwixvt224 Here's a close-up:
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man I wish I'd known about that before!










