Ravenborn's Sprite Refinery

Show off your mod creations or just a work in progress.
R.D.
Posts: 168
Joined: Fri Oct 07, 2016 10:41 am

Re: Ravenborn's Sprite Refinery

Post by R.D. » Mon Mar 26, 2018 5:21 pm

Looks very good! About the full-body images not matching the faces, I think that's just a mismatch in the game data for those particular NPCs, and I think most if not all art files do have a correct match between face and full image.

Ravenborn
Posts: 30
Joined: Fri Jul 21, 2017 2:25 pm

Re: Ravenborn's Sprite Refinery

Post by Ravenborn » Mon Mar 26, 2018 6:18 pm

Original 0-0:
Image

Refined 0-0:
Image

Original 1-0:
Image

Refined 1-0:
EDIT: PORTRAIT FOUND! Changed the sprite to better match the portrait. Also darkened cleavage a bit, per request.
ImageImage

Original 2-0:
Image

Refined 2-0:
Image

EDIT: Found his portrait. Adjusted to match portrait better.
ImageImage

Original 3-0:
Image

Refined 3-0:
Image

I'll definitely be going back over these to clean/add more detail later.:D
Last edited by Ravenborn on Thu Mar 29, 2018 8:38 am, edited 2 times in total.

User avatar
King of Worms
Posts: 495
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Ravenborn's Sprite Refinery

Post by King of Worms » Tue Mar 27, 2018 7:20 am

Very nice and interresting results...id sayif wemerge yours and mine we have the best results :) I see u face some outline artefacts same as I did.. that requires a hand touch... will come in time... I mean.. the parts of a flat which touch the border of a canvas gets cut to straight line.. hard 2 describe on phone withou a pucture.. but it does not matter.. just go on :) great faces!!

Ps: usual place 4 artefacts are tops of heads, lower parts of shoes, elbows etc...

User avatar
heilkitty
Posts: 15
Joined: Sun Dec 03, 2017 4:00 pm

Re: Ravenborn's Sprite Refinery

Post by heilkitty » Tue Mar 27, 2018 1:48 pm

Ravenborn wrote:
Mon Mar 26, 2018 6:18 pm
Original 1-0:
Image

Refined 1-0:
Image
Funnily enough, her cleavage is way lighter than her other skin. (Obviously, it was the same in the original.)

User avatar
heilkitty
Posts: 15
Joined: Sun Dec 03, 2017 4:00 pm

Re: Ravenborn's Sprite Refinery

Post by heilkitty » Tue Mar 27, 2018 1:49 pm

Awesome work, BTW.

User avatar
Hazelnut
Posts: 504
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Ravenborn's Sprite Refinery

Post by Hazelnut » Tue Mar 27, 2018 1:53 pm

heilkitty wrote:
Tue Mar 27, 2018 1:48 pm
Funnily enough, her cleavage is way lighter than her other skin. (Obviously, it was the same in the original.)
With the original at least, the face is in heavy shadow from the hood hence the difference in shade. But the cleavage could certainly be toned down a bit so it doesn't look like there's a spotlight shining at her boobs.

User avatar
heilkitty
Posts: 15
Joined: Sun Dec 03, 2017 4:00 pm

Re: Ravenborn's Sprite Refinery

Post by heilkitty » Tue Mar 27, 2018 3:09 pm

Found her: http://en.uesp.net/wiki/Daggerfall:Charvek-si (I'll look further if any non-unique NPCs have the same sprite). As I understand this, in Daggerfall (game), Redguards are depicted quite racially diverse, from Berber-like (relatively fair-skinned and sometimes blue eyed) people to the north, to Negroid people to the south.


Ravenborn
Posts: 30
Joined: Fri Jul 21, 2017 2:25 pm

Re: Ravenborn's Sprite Refinery

Post by Ravenborn » Wed Mar 28, 2018 12:26 am

Awesome! Thanks! That's super helpful!
While we have the code fully available, anyone think we could modify the NPCs to actually match their portraits? I'm willing to make whatever/ as many sprite variations as we need for that! lol

A custom variation of 1-0 for Charvek-si:
Image

User avatar
Interkarma
Posts: 2581
Joined: Sun Mar 22, 2015 1:51 am

Re: Ravenborn's Sprite Refinery

Post by Interkarma » Wed Mar 28, 2018 12:35 am

I love the looks of these, awesome work!
Ravenborn wrote:
Wed Mar 28, 2018 12:26 am
While we have the code fully available, anyone think we could modify the NPCs to actually match their portraits? I'm willing to make whatever/ as many sprite variations as we need for that! lol
There's nothing linking together random NPCs to portraits in escort quests (it just uses one of the player heads). For conversations, the square portraits are usually a good match but there are some issues around this in classic which we inherit. I believe Nystul is working through these to improve conversation portrait matching as he has time.

One of the small changes I made was to use the square portrait when escorting a "named" NPC. This looks quite good and feels special when it happens. Once the NPC to square portrait matching is more robust, it might be possible to use a square portrait for random NPC escort quests as well.

Post Reply