highly recommend lowering the amount of colors to around like 64 and messing with the contrast and saturation a bit to make it fit better with the vanilla art and just some general cleaning of the sprite
I took it for a spin because, what the heck, those screenshots actually look pretty good. Unfortunately, there's a couple of pain points I got while playing with them. I played with both Retro-Mode enabled and disabled as well as with Texture Filtering set to Point and then Trilinear.
They have these bright white-gray pixels on the borders that aren't as obvious in the above screenshots but look pretty jarring in regular lighting and stands out against dark backgrounds like in a dungeon with a torch out or at a distance.
The whole sprite grows significantly taller and wider during the attack animation which I personally found it a bit disorienting.
With the attack animation again, you can see the swung claw get cut off on the edge of the sprite.
This is a very minor one, but the lighting scheme of the render can flip completely between the Idle and Move states, giving it a sort of "flashing/strobing" effect when it alternates between stopped and moving, especially obvious when you're kiting and circling around it. Might be better to use a more even "head-on and up" lighting scheme for all states to minimize that happening, especially with how DF tends to like mirroring sprites for variety.
Otherwise, it's decent enough. Reminds me of some of the enemies in DEX. I guess, the problems wouldn't have been as obvious if it was part of a pack somehow.
I fully admit I rushed and baked those gray pixels so I could use these textures for my personal playthrough but then friends encouraged me to upload what I made here. When I find the time, a future update including the outlier baked gray pixels will be fixed.
The scaling of the sprite when attacking shocked me as well because the exported files for the vanilla spriggan attack textures were the same scale so I'm not fully certain what happened. But I could manually rescale them to counter this. I thought it was kinda cool because the attack cycles are otherwise very boring but I might be able to do more with it.
The vanilla swiping attack is actually cut off too, even though its hard to tell looking at the vanilla version in game, so I sort of leaned into it for solidarity, but It's a very simple fix.
Unfortunately the pipeline I used for this gave me very little control over the lighting and manually retouching all the shading was not where I wanted to spend my time. On other creatures I'll try to keep this in mind, but I'm not keen on recapturing all these frames over again for lighting I have very little control over.
Thanks for your feedback! Basically, other than the lighting, I will address what's been mentioned when I find time.
If you continue to work on those, I'd consider toning down or removing the glowing eyes - while all of this is obviously a retro fantasy full of glowing evil eyes, I think these models will actually look more interesting and elegant was that particular quality to be a tad subdued.
6 comments
- They have these bright white-gray pixels on the borders that aren't as obvious in the above screenshots but look pretty jarring in regular lighting and stands out against dark backgrounds like in a dungeon with a torch out or at a distance.
- The whole sprite grows significantly taller and wider during the attack animation which I personally found it a bit disorienting.
- With the attack animation again, you can see the swung claw get cut off on the edge of the sprite.
- This is a very minor one, but the lighting scheme of the render can flip completely between the Idle and Move states, giving it a sort of "flashing/strobing" effect when it alternates between stopped and moving, especially obvious when you're kiting and circling around it. Might be better to use a more even "head-on and up" lighting scheme for all states to minimize that happening, especially with how DF tends to like mirroring sprites for variety.
Otherwise, it's decent enough. Reminds me of some of the enemies in DEX. I guess, the problems wouldn't have been as obvious if it was part of a pack somehow.Looking forward to your continued work!
- I fully admit I rushed and baked those gray pixels so I could use these textures for my personal playthrough but then friends encouraged me to upload what I made here. When I find the time, a future update including the outlier baked gray pixels will be fixed.
- The scaling of the sprite when attacking shocked me as well because the exported files for the vanilla spriggan attack textures were the same scale so I'm not fully certain what happened. But I could manually rescale them to counter this. I thought it was kinda cool because the attack cycles are otherwise very boring but I might be able to do more with it.
- The vanilla swiping attack is actually cut off too, even though its hard to tell looking at the vanilla version in game, so I sort of leaned into it for solidarity, but It's a very simple fix.
- Unfortunately the pipeline I used for this gave me very little control over the lighting and manually retouching all the shading was not where I wanted to spend my time. On other creatures I'll try to keep this in mind, but I'm not keen on recapturing all these frames over again for lighting I have very little control over.
Thanks for your feedback! Basically, other than the lighting, I will address what's been mentioned when I find time.