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That top one isn't as bad as you think. It's not front pose, but it's not totally top-down, either.
Zelda perspective (and Mystery Dungeon and countless others like this), has an interesting way of doing front poses. For that, they tend to draw most of the characters almost as though they were facing the screen, not looking down. Good references would actually be the Pokemon overworld sprites from HG/SS, since you can get an idea of 4-directional sprites at that sort of perspective.
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That's why I think editing sprites can be a good learning tool. Playing around with the HG/SS sprites may help you learn how to perfect your own customs.
Go ahead and demonize me for suggesting editing, but I stand by my beliefs.
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I agree with you to some extent. As long as you don't just do minor edits, it can be a very good learning tool. In fact, I believe one of my first sheets submitted to TSR was an edit.
I say go for it. Have a look at some of the HG/SS sprites with similar bone structures to your velociraptor.
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I edited Golduck's head and Luxray's legs for this one.
I can't quite figure out how to attach them together. Is there a way I can add some more realism to this? I didn't want loads of it but the game was basically going to be sort-of like a dinosaur simulator, with different areas and time periods.
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Golduck wasn't really a good choice of head. Try using Aerodactyl, or similar.
As for the legs, that's where the editing comes in. Your fatal flaw here is that you're still attempting top down. Have a look at the HG/SS sprites again. All of them have the head ABOVE the body, regardless of the body shape. That's because of the angle. The reason you're struggling is because you're still trying to put it in a top down position, but with all of it's body parts angled up. There's a big difference.
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Yup you see top down never looks at its subject directly from above, rather it looks at the world from and angle.
Here a crappy little thing I drew up to show what I mean.
See this is the angle you should be doing your work.
Also don't give up. This willingness to listen and determination to do better will ultimately make you a great spriter.
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![[Image: helpdesk1.png]](http://hccouk.webs.com/helpdesk1.png)
Examples of top down perspective games, reinforcing Koopauls point.
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04-07-2012, 05:30 AM
(This post was last modified: 04-07-2012, 05:33 AM by Jamuk.)
Thanks for taking the time to help guys, I really appreciate it.
I've edited Aerodactyl's head for this one. Thoughts?
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I hope that's not the whole sprite. The head is good, but you don't really have anything else in there...
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How's this?
![[Image: ProperVR3.png]](http://i1061.photobucket.com/albums/t478/Curlyw42/ProperVR3.png)
Is it just me or do the legs look too broad?
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You still don't get it. Draw the FRONT of the velociraptor, not the top.
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(04-07-2012, 08:16 AM)Hoeloe Wrote: You still don't get it. Draw the FRONT of the velociraptor, not the top.
How's this? I've removed the tail.
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So his legs are attached directly to his head and he has no torso?

A part of his chest/belly should probably be visible.
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I've added some more stuff there. It's a better sprite, but the reason I left it out initially was that it made it look too upright.
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That's the point, though. Look at all other sprites in this style. They ARE drawn upright, because otherwise there is just no way to show form correctly.