As RPG's
evolved from the little dragon warrior games you used to play on
your NES, to Zelda: Link to the past, to Secret of Mana and chrono
trigger, and who could forget Seiken Densetsu 3, their graphics
became more and more breathtaking. Sprite sizes changed from generic
looking , 2-bit 16x16 sprites into lush , well animated masterpieces,
doubling the size of the originals. How do they manage to squeeze
in all that detail in such a tiny little frame? This tutorial hopes
to cover some tips and techniques that will help your sprite stand
out in a crowd. This tutorial assumes that you have read "The
Basic Hero" found here.
Unlike that tutorial, we will be doing everything from scratch.
We will not be looking at other samples, but rather focusing on
our own creation without any 'inspiration' from other established
sprites. This is a more technical tutorial to help your sprites
evolve to the next level.
The question
remains, "How do we squeeze in as much detail into our framesize
as possible"? Another common question that amounts to much
frustration is "How do I shade my sprites to enhance its quality"?
Solutions to these questions are not universal, and each artist
tackles these issues in their own way. Some are influenced by works
of the past, and others try to break the mold and create their own
solutions. Neither way is right or wrong, and like all the other
tutorials I have written, I'll state this phrase once again. There
is no wrong way to find a solution. The important thing is not HOW
you get there, but that you indeed get there (unless of course you're
just stealing someone elses work, hehe). This tutorial points out
techniques and tips that I personally find very valuable, and feel
they are worth dedicating a tutorial to. Moving on from my little
disclaimer, its time to start on our sprite.
I have
recently been playing Seiken Densetsu 3, and it never fails to make
my jaw drop at each map of the game. Not only are the environments
absolutely gorgeous, but the sprites are spot on too. In liu of
this, I have decided to make a 32x24 sprite for this tutorial to
use as a step by step guide to illustrate the steps taken to produce
high quality sprites. Your first task is to pick your sprite size.
Whether it is 16x16, 16x24, 32x32, or higher, keep in mind that
the techniques are universally applicable, but just be aware that
you arent going to get the same level of detail from a 16x16 sprite
that you are from a 32x32 (for obvious reasons). The point is, you
want to optimize the quality, given the framesize you are working
with.
Im going
to start with my 32x24 sprite by drawing a very general, very rough
conceptualization of the character I had in mind. I am picturing
some type of dragon lance type character with heavy armor and a
spear with a funky helmet. Here is the rough drawing that I came
up with
Very
basic and simple. Notice that the character takes up much of the
space alotted. The spear is included with this sprite just for the
sake of having it there. If your game requires you to switch the
weapon being displayed, then you would want to draw your weapons
seperate from the character sprite. Since this sprite is merely
for example, we dont have that problem, and therefore I am just
going to stick the spear in with the character sprite.
Ok, now
that we have our general figure... we want to start to add our detail
to him. This is almost like drawing. First you want to rough out
the shape of your character, then when you are finished with that,
you go back in and add the detail, right? Well the only difference
here is that we are using pixels, not graphite. For this particular
character, i want to include a fancy dragon helm with horns. I want
this helm to over shadow his eyes a bit... to make his face abit
more mysterious, and thus adding more 'character' to the sprite.
Also, i want some sort of fancy armor going on. Right now im picturing
having some sort of breast plate going around his neck. He will
wear 'steel underwear' so to speak, with iron thigh coverings guarding
his thigh area. His boots are pretty much shaped up in the rough
version, we will add detail to them later. I also want him to be
wearing gauntlets. Under his armor he will be wearing a darker cloth
garment. Sounds kindof detailed, right? Right now, I want you to
do the same thing with your sprite. Try to picture it already finished,
and start describing what features you want to give it. This time,
dont limit yourself or worry about making it cluttered. we are going
for optimum detail, and will have to risk cluttering. If you are
having trouble imagining your sprite... better sit down and think
about it more. If you dont know exactly what you want to make, chances
are you are going to make a sprite with ... well a shirt and pants.
How boring is that? This is your chance to add real character to
your sprite... so think of some exotic accessories. What might your
character look like with long flowing hair? or maybe a head piece?
What about a fancy cape, or armlets. How about straps across his/her
chest that act as suspenders of some sort? Long flowing capes always
work for mystical figures. If that doesnt work, try adding a hood
to your character, but not the cape part. Be exotic and fun. You
cant make a detailed and exciting sprite without any imagination,
so let it run a little wild. Once you've got that image in your
head of what you want your sprite to be, then its time to get nitty
gritty with the black outliniing. Here we go!

Yeah
he looks like a character now! The beautiful part is, you are just
building on top of your rough outline. If you are having trouble
with porportions, make a little proportion bar on the side to help
you (discussed in "The Basic Hero" tutorial). Looking
at the black and white version of the sprite, all it is is just
adding outlines to represent the features that you listed that you
wanted to add to your character. A good trick to making it look
complex and detailed, add alot of black lines next to each other
seperated by a 1 pixel width of whitespace ... ok that was sort
of a joke... but look at the breast plate. It looks like a very
complex structure on the minature, real sized version, but when
zoomed in, you see that it is only a scarf like accessory which
goes around his neck... and has a bunch of horizontal black lines
seperated by 1 pixel. if your still confused with the final line
art version of the sprite, all will become clear when we start to
color in our sprite. As for YOUR sprite, you drew it, therefore
you should be able to recognize which features are which on your
sprite (afterall , you drew them). It may be a little hard at this
stage to look at someone else's sprite and try to discern different
accessories from each other. Honestly, if you have a big glob of
white somewhere in your sprite... see what happens when you add
a mysterious strap in there or something. If you have alot of white
space between the uppoer chest portion of your sprite and its legs,
add a belt. If there is too much white space in the arms, add some
sort of elbow pad or wrist band or something to break up the monotony.
The trick is, make it complex by breaking up the large sections
of white areas with some sort of accessory. If you have a strict
plan on how to eliminate your whitespaces with accessories, even
better. If you are having a bit of trouble with this part of the
sprite, right click and save my rough version and try to fill in
your own accessories to break up the white spaces... once you get
the hang of it, then try it on one of your own sprites. If you are
working with a smaller sprite size, you wont have alot of space
to 'break up'... which should make your job a bit easier... but
the same rules apply. Now its time to start to color our sprite
and bring it to life.