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Offline Inccubus

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Re: Belmont Sprite
« Reply #15 on: May 24, 2011, 12:20:30 AM »
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Being that Japanese is a hobby of mine, the fact that it is Belmondo is due to the pronunciation rules Japanese has.
It is intended to be Belmont, but "berumondo" is the most comfortable way for Japanese speakers to say it. If it was intended to sound french it wouldn't have that last syllable at all and be written "berumon".
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Offline Flame

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Re: Belmont Sprite
« Reply #16 on: May 24, 2011, 02:29:13 AM »
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Kind of like "kyassurubania"
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Offline thernz

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Re: Belmont Sprite
« Reply #17 on: May 24, 2011, 02:45:37 AM »
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Made some edits.

Also, the story probably wouldn't even be related to any canon. It'll just share themes. The characters, including the vampire, probably won't even be named.

Offline Flame

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Re: Belmont Sprite
« Reply #18 on: May 24, 2011, 02:47:18 AM »
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So you dont have any drawings or doodles or something of the guy?
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Offline thernz

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Re: Belmont Sprite
« Reply #19 on: May 24, 2011, 03:17:07 AM »
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Nah, I've never drawn anything of him.

Offline Vampire Killer

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Re: Belmont Sprite
« Reply #20 on: May 24, 2011, 03:52:39 AM »
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Really cool work, I'm impressed.

What does dithered mean?  A more muddy/colorful sprite?
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Re: Belmont Sprite
« Reply #21 on: May 24, 2011, 04:17:10 AM »
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Looking at it again, I think the legs are a bit too short and just a tad scrawny.
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Offline X

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Re: Belmont Sprite
« Reply #22 on: May 24, 2011, 04:26:46 PM »
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Looking at it again, I think the legs are a bit too short and just a tad scrawny.

This particular Belmont could still be a youth considering how the bodily proportions look that way. Also the Trevor doppelganger from SotN also had rather skinny legs.

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Re: Belmont Sprite
« Reply #23 on: May 24, 2011, 07:44:38 PM »
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Even if a youth they are bit too short. Maybe by just a couple of pixels, but I see what you mean about the skinny-ness.
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Offline thernz

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Re: Belmont Sprite
« Reply #24 on: May 24, 2011, 08:15:13 PM »
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How is this? In case you didn't know, the skin showing for his leg is where his knee is. That might be the thing making you think the legs are too short if you didn't know. His legs pretty much start at the bottom of the belt.
I don't get how he looks scrawny. His legs and arms are about as wide as Richter's. The big hair could also be making you think he has a bigger head but it's just big hair.

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Re: Belmont Sprite
« Reply #25 on: May 24, 2011, 08:38:06 PM »
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How is this? In case you didn't know, the skin showing for his leg is where his knee is. That might be the thing making you think the legs are too short if you didn't know. His legs pretty much start at the bottom of the belt.
I don't get how he looks scrawny. His legs and arms are about as wide as Richter's. The big hair could also be making you think he has a bigger head but it's just big hair.
Nice head height charts! I think what people are talking about is the positioning of the rear leg is making the stance look kinda awkward. You almost got a 3/4 view perspective view there. Maybe if you tried a straight side view and a more dynamic pose it would look a little better. Just a thought...I do like how the rear hand is ready to clutch the whip. You should keep that.

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Offline uzo

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Re: Belmont Sprite
« Reply #26 on: May 24, 2011, 09:43:45 PM »
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Looks like a great sprite to me. A little muddy on the details in spots, but that itself adds charm to it. It looks smooth.

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Re: Belmont Sprite
« Reply #27 on: May 24, 2011, 11:15:57 PM »
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I'm thinking it's the arm closer to the viewer. It looks like if it was positioned straight down the side of the body the hand would end up being well below the knee which is disproportionately long as the the hand should fall midway down the thigh.
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Offline Jorge D. Fuentes

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Re: Belmont Sprite
« Reply #28 on: May 24, 2011, 11:53:12 PM »
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Yeah the sprite is fine.
Maybe use a few more solid colors and less dithered shading to bring up the hair and the armor's details.

For those who don't know, "Dithering" goes back to the days of the Genesis and systems that did not have many colors.  Instead of using a solid color to shade, you would do an array of 'dots' of altering colors, in different patterns (criss cross, square) at a pixel level in order to achieve the illusion of more colors/shading, at the cost of the sprite looking 'muddy' and losing some dynamics.  I will try and find an example:

Ok here's an easy one everyone has seen:
Check out the dithering in his blue armor plates
The pipe tile here has three colors... but 'appears' to have four colors because of dithering in a perfect crisscross pattern on the underside on the horizontal pipe (and on the right side of the vertical pipe).


This is an example of a non-dithered pipe.

If you examine DOS games, and some older Genesis games, they use dithering.

In Pixel Artistry, dithering achieves a worn-out look.  The best comparison I can think of is to compare Simon Belmont's armor from CV4 (chock full of dithering in the blue plated areas on his thigh armor)

BONUS: Check out the HEAVY Dithering on the incoming bat's red wing undersides, on the left!  Dither-City!

Check out the dithering in his blue armor plates
And compare him to Richter Belmont and his solid blue colors with no dithering at all in his outfit:
Check out the dithering in his blue armor plates
« Last Edit: May 25, 2011, 12:01:03 AM by Jorge D. Fuentes »
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Offline thernz

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Re: Belmont Sprite
« Reply #29 on: May 25, 2011, 12:29:38 AM »
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decided to just ditch the use of brown colors on his pauldron to get rid of some muddiness
and edited arm
changed whip holster too

im keeping the dithering in the hair though. it's slicked back long hair. on second thought, i made add in some dithering later. i liked the feel it gave over this smooth one.

this guy's armor is sooooo not byzantine but idc
« Last Edit: May 25, 2011, 03:25:48 AM by thernz »

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