Jump to content

How To Start Spriting Monsters


Recommended Posts

Great advice generally! I'll try the bilinear-zoom-in thing with my own work to see how it holds up; although if you're targeting vanilla, it'll only zoom in with nearest-neighbor anyway. But it still fits the general advice: changing your perspective can help you see your work better. Like flipping it horizontally, or changing colors, or just unfocusing your eyes so everything blends together.

Share this post


Link to post

Thanks! Glad it helps!! I actually just make the image bigger in photoshop, that should do the trick. You can say that it'll always look pixellated anyways, but that's the magic of pixelart, the brain forms the image together even though you are only seeing squares. Looking at it blurred can help realizing small mistakes that you perceive yet can't really see! Though with time you won't even need to do that.

Another one is just zooming out! But that's better for sprites that are meant to be looked at from a bit more further away, while doom's really aren't, hahahah

Share this post


Link to post
  • 5 months later...

HOW TO ANIMATE IN PHOTOSHOP
*the technical side*

 

In this part i will write about Photoshop's Timeline function. It's a really small and neat window that let's us animate. It's quite finicky, but it's perfect for small scale pixelart, which is exactly what we'll do when animating on PS.
Please note i am using the CS6 version of Photoshop.
Please don't take this as an *animation* tutorial. It's mostly about how i use the tools in Photoshop.

 

This will be divided in three small parts: 1-What everything is, 2-(My) Workflow and tips, and 3-Extra tips

 

 

WHAT IS EVERYTHING
*it's just explaining the buttons. please read, however, it's got some essential info*


First of all we need to open the tab. It's located here:

QHiL4W7.png

 

It should open automatically at the bottom, which is the most comfortable place to put it anyways.
Now, what is this thing?

BdjFtDf.png?1

 

For now, we only have two buttons. Let's go over them.

1- The "Create *Frame* animation" button is the one you need to click to enable the timeline.
2- Click this if the "Create *Video* Timeline" appears instead. Here you'll be able to choose the first one.
What is the difference between video timeline and frame animation? Well, the former acts more like your standard video editor. It might be powerful (never used it myself) but the frame animation seems simpler and easier to understand, and it's the one i've been using for years. The other one seems more aimed at tweens and stuff, things we won't need.

 

 

vBBoOna.png?1

Let's go over each one again!


1- This is your first frame. It's small and pure and beautiful. We shall go over what we can do to it a bit later.
2- How the animation will play out, if it will play Once, 3 times, or Forever. (Also of note- next to this button, to the left, is a button to convert this animation to video, and back again, it's important to note in case you click it accidentally)
3-Playback options! Sadly the backwards triangle won't play the animation backwards, it just goes back one frame.
4- "Tween" options. If you move a layer between two frames, you can press this button to make an small animation between the two, and tell it how many frames it will have and some other stuff. Never really used it.
5- New frame. Copies the selected frame (or frames) you have.
6- Deletes the selected frame(s)

 

Now this option box is accessed by pressing the ridiculously tiny button in the upper right corner of the animation tab. It has some handy hidden stuff. I've took the liberty to cross out what i never use.

 

7- If you are a madman and made the whole animation in different layers before even checking the animation tab, this will make an animation from them. Some tutorials around always teach you this way of doing animations. Please don't, it might be simpler, but it's definitely not easier. At all! As you will need to animate everything without being able to preview. Forget it even exists.
8. This is IMPORTANT. It will be checked by default, and you NEED to disable it. This will make it so any new layer you make will be visible in all frames. This, in my opinion, is what kills it for most people. It's really annoying, and you will realize why when you start using the program without it. SERIOUSLY, DISABLE THIS.

qfxOIDm.png

 

You can also change the time each frame is displayed by clicking the time there. A good reference for me is 0,2. It's the timing monsters more or less have when walking.

 

 

 

WORKFLOW AND TIPS
*how i personally work*


Now i need to explain something essential about how frames and layers interact with this. It's important.


A layer can be shown in multiple frames. However, you can change certain things. Some will only be changed in that specific frame, while others will be different across all.

 

What stays the same across all frames--
-The drawing itself.
-The position, if you change it with Transform (CTRL+T) or by selecting it and then moving it (only moving it won't change it across frames. This is because you are essentially editing the drawing when you select it and move it)
-If one layer is over another.

 

What does change between frames-
-The position, if you move it only with the Move tool.
-The opacity (annoying, this one)
-"Blend modes" and "mask options" (like color dodge and multiply and stuff like that)
-If it's hidden or not.

 

You can, however, choose multiple frames and use the Move tool. This will move the layer in all the selected frames by that amount. You can hide and unhide layers this way, too. You can't change the opacity or the blend modes this way, however.

 

Another important thing: Frame 1 has special qualities. Moving the frame here, or changing anything about it will affect ALL frames. This can be desired or not.
You can turn this off in the button under the opacity. "Propagate frame 1". However, this needs to be done *per layer*. If you are swamped with layers it's much easier to just create a new frame copying frame 1, then edit it, then erase frame 1. Done!

 

Now sorry for all the scattergun approach to explaining all of this, but it's important, as it explains small stuff you have to do when using this thing.

 

 

How i usually work is this (in really broad terms)

 

-Draw base sprite.

 

-start timeline, create new frame.

 

-Duplicate layer, hide the original layer. Remember, if you edit the first layer, even if it is another frame, it WILL edit the layer in all frames.

 

-Edit this one. I usually do a really shoddy job at first, as i want the animation to look right before really detailing the sprite.
Another thing i do sometimes is to use the fact that opacity doesn't translate between frames, and unhide the previous frame with opacity at like 30%. This is the poor man's Onion Skin.
(I think the program should have it but who knows, maybe newer photoshop versions actually do)
Of course i hide it when i'm done.
If animating i also abuse Transform in this on parts of the body, as again, it doesn't matter that it looks kinda bad for now, it just needs to be animated well.

 

-Repeat 1 and 2 until i have the animation. I use the Forever loop for walks, Once loop for deaths and stuff like that.

 

ckuiG2G.gif

I'll end up with something like this.


Then i'll go over each frame and edit it until i think it looks good enough. I might copy and paste parts from the frame before it so it's easier to edit the shoddy frames.

H2s5vi0.gif

 

 

You will then realize that i barely use the animation tab's features at all, hahahahah.
With duplicating frames i avoid needing to deal with the hassles of the interactions between frames and layers.
If you need a new frame, just make sure the "new layers visible in all frames" is disabled, then you are golden.
It's just that simple. New frame, duplicate layer, edit until done. If animation doesn't feel right, small edits until it does. Then polish. 
It's more of a tool to preview your frames and make it really easy to flip through them, and see the animations.

 

 

 

EXTRA TIPS

 

 

You'll note that if you try to save this, it will save as a PSD file. If you want to save it as a GIF, you need to go to File... Save For Web. There you go!


Make sure the "Forever" loop is selected, otherwise the GIF will stop when it reaches the end. To be honest, i didn't even know that was possible at first.

Want to save all images as single images, fast? I'm sure there is better ways to do this, but one i do is to select all frames, change their frame duration to 1 second, then go to Export... Render Video. There i make it so it renders the images with transparency, and give it 1 frame per second (get it?). It will then save all frames as images to the selected folder. That is absolutely not a "video" but still works!

 

Want an actual video? I think you can do it in newer Photoshop versions, but what i do is this:
First go to Image... Image Size. Make the size bigger, like 500 pixels wide at least. Choose the Nearest Neighbor scaling option. This is important if you don't want a blurry mess!
Save it, then open it in this wonderful free program (https://handbrake.fr/) that should be able to render it perfectly. I found better luck with this program rather than using online converters. More quality, faster. Program has a problem where it is quite slow to open, though, which is quite a hassle.

 

Have all the "history states" you can, if possible. Those are the amount of times you can press CTR Z before, well, you can't animore. To change the amount, go to 
Edit... Preferences... Performance (could be different in newer versions). In here, change History States. I use 120, i'm comfortable with that. 

 

Slow computer? Hey, i've been there. In Edit... Preferences... Performance, you can uncheck "Use Graphics Processor". This will make the program run quite faster if you have a sucky processor. It comes at a heavy, heavy cost, however: Scrubby Zoom. I just can't work without it :(
But it's nothing against, you know, having the program actually work and stuff.

 

Gmiy1oe.png?1

 

Need a way to easily see the sprite from afar while working close to it? Window... Navigator. It looks awesome:

 

9oVcyjR.png?1

 

Need a way to see the center of the image at all times, like a helper guide? Go to Edit... Preferences... Guides, Grids, and Slices and edit the grid to have a gridline every 50%, and have 0 subdivisions. Or have 100% gridline and 2 subdivisions, whatever floats your boat.
Then activate them with View... Extras (or CTRL H), and also View... Show... Grid, if it's unchecked.

 

tCRwF1B.png

 

I don't have any other thing to say for now. Hope this helps!!!

Share this post


Link to post

Taken from a reply in Spriting Carnival, thought i might as well post it here too!
Not really the continuation the first part of this tutorial deserves, but it's the one i can do for now, hahahaha

 

 

So, animating a walk in four frames is relatively easy once you get the hang of it. It's literally two poses, that then repeat for the other leg to give the illusion of movement.


first pose:

-both legs on the ground
-The body is overall lower height than normal. (lower than idle)
-Left leg is all the way to the front.
(just do the legs animation apart, and just then draw the arms, it's easier to separate them mentally otherwise you might get  tangled up, it happens to me if i hurry and do all at once)
sEuamVy.png
-i just realized i never did a good sprite set with actual normal legs, so digitigrade we go. hope it still translates-

 

 

second pose:

-the frontward leg is now going back, but is still on the floor (it's pushing the whole body forward)
-important!!! the leg on the back lifts to let the front leg do the pushing work. It also prepares to touch the floor as to avoid making the creature fall on its face.
After all, walking is really just a controlled free fall, all time.
If you exaggerate the walk, both legs together should make a 4 if viewed form the side. I'm saying this so you have a reference!
-the body is overall taller height than normal. (taller than idle)
Km92u3S.png

 

 

Now the arms. They kinda do the opposite thing. In the "middle frame" (second pose) they should be closer to the middle of the sides. In the first pose, they should be opposite to the legs. The arm that looks closer to the front is opposite to the front leg.

 

Now for the other two frames you do the opposite and you are golden!

 

9HztUv8.gif  DLMy6vf.gif

 

most importantly have fun. Sounds lame as fuck, but hey, i have a blast doing this stuff. In slow days i at least force myself to do one frame a day, it's a good way to do work without even realizing it.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...