~Hakurei Shrine~ > Rika and Nitori's Garage Experiments

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Lefkada:

I always think that ZUN allows reuse of his stuff. I have tons of ZUN's stuff in my ressources :'( (and almost Tasofro stuff and animations).

Helepolis> Okay. I know you do customised things (like portraits) but I thought the screens in your project thread were definitive.

Anyway, doing ZUN's like characters is not *too* hard. With time, photoshop/GIMP knowledge and a little patience, you can make pretty things without real efforts.

If it interest someone, a little tutorial about how I proceed. It's not pure art but I think it's more or less the same quality of ZUN's (old) sprites.
Step 1: Do an approximative shape of your character with flat key colors. Be sure to use pure pixel art and not blur/smoth brush.
http://img110.xooimage.com/files/8/e/5/sanae_custom_step1-4a741f6.png

Step 2: Add colors and details on your sprite to make volumes and shadows. Obviously you can refine the base shape. This give you the main shape, used as a base for all the poses of the sprite.
http://img110.xooimage.com/files/6/4/c/sanae_custom_step2-4a74238.png

Step 3: The step 2 final sprite will be the main pose. Copy it (twice in my case but you can do more) to get base to do your animation frames. Then, you can start edit these poses to make the frames of the animation. You don't need to have real knowledge in animation to do that. Just do as you feel. You can eventually correct that later if it do weird things. This will be the idle pose. I recommend to do only the main animation edit (aka the dress edit in my example) and keep the others edits for the finalization.
http://img110.xooimage.com/files/e/9/a/sanae_custom-step3-4a7429b.png

Step 4: Take again the main pose get at the end of step 2. This time we make the left/right movement pose. It's a bit more difficult. Make this in the same way as in step 3 but try to get and left or right unbalance in the sprite. /!\ Be sure to keep the center of the body (aka the hitbox place) in the center of the sprite area or it can issues with hitbox appreciation for the player. Note that I don't make animation for the movement poses. But if you have enough courage you can make more frame for more animation. But I have not -_-
http://img110.xooimage.com/files/5/e/9/sanae_custom-step4-4a742fc.png

Final Step: This time, use resize tool of your graphic software to make an artificial blur by increasing/decresing each frame by one pixel. I use this to hide all the aproximatives things I do with pixels. Now, do the last littles changes, like hair animations, color changes, etc.
Note that I use the main pose twice as a link between the two others frames of the animation.
http://img110.xooimage.com/files/2/e/7/sanae_custom_step_final-4a74380.png

Now you can test it in danmakufu and return to last step until you are satisfied :).
With this I get that in game:
http://img110.xooimage.com/files/b/c/4/sanae-4a74148.gif
(and I fail my white-dot in the Sanae dress. I do them at the end and they are not animated ><)
The options are maed with ZUN's Sanae's options. I wonder if it is necessary to change it since it is not really difficult to do exactly the same thing and it is really hard to do the same kind of thing without do exactly the same.

Obviously you can use my Sanae (until you don't claim as your own ;)) even if I prefer you use this mini-turotial to make your own players and characters sprites.
I hope it can be helpful for some scripters that can't have help from real artists.

PS: sorry for my very bad english. I hope it remains understandable.

Helepolis:

Your English is fine, don't worry.

Reuse? I think you mean: Remake? Because using his data was explained above. Remaking is no problem, even if you 1:1 remake it. As long as it is selfmade. And my screenshots aren't definite, content will change as more and more I get work done.

Also: That is a nifty tutorial in my opinion, that is exactly how I did the Reimu sprite remake for my game. Pure pixel art and flat colours > followed by applying burn/dodge tools with Photoshop to give it more "3D" then applying some alternative animation by warping/moving/respriting bits. ZUN uses 8-frame animation for his players, but I don't have that much time nor skills to make a unique 8-frame animation. A simle 4 frame for idle + movement is more than enough.


Lefkada:

Nope nope. I really think (before I see this thread of course) he autorize to reuse his stuff, excepted for his music. But it has probably never been the case. I read so many things about the ZUN's guidlines... and there was so much everything and anything...

--- Quote ---Remaking is no problem, even if you 1:1 remake it.
--- End quote ---
Like remaking exactly the same thing with the sames pixels at the exactly same place?
Anyway remaking Tasofro gfx is really hard.

I think it's the best way to do Touhou sprites :) (and probably the way ZUN use).

ExPorygon:


--- Quote from: Touhou Wiki ---1. Using game data other than screenshots is forbidden.
2. If you need data other than screenshots, please make them yourself.

--- End quote ---
Anything ripped from official games is not allowed in derivative works. We don't care here (as long as it's a hobby non-profit thing) but your mileage may vary elsewhere, especially in the Eastern circles.

Drake:

There's actually a much more explicit list of what is and is not accepted on the official DNH documentation. Most of it follows from "don't use my stuff" so I haven't been bothered to translate it.

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