• [2018/06/22]
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Custom Sprites for the Palette Editor

name it Painwheel2_Ogo80_NAME pls
if there are any errors please let me know.
 

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Hello! Here's my submission in the palette editor.Here is my custom sprite on Filia.
 

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  • 10_filia_1p_Raw.png
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  • 10_filia_1p_Line.png
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Last edited:
so y'all noticed the lack of custom painwheels huh
thx for rectifying that



25556-a6bb9d8bc3a219f22c89f65893e3df3a.jpg
again, the mask part is messy due to anti-alias / smoothing
submitted area layerresulting website sprite

just noticed the shoe soles are missing
sole.png
 
so y'all noticed the lack of custom painwheels huh
thx for rectifying that
oh yeah thats so weird
i'm so sad to see painwheel, beowulf and big band are starved of attention
robo-fortune is also on that list, i'm having a bit of a hard time working with her sprite but that doesnt change fact that she needs it too
 
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parasoulsoldier_raw.png wont allow me change its name, i hope it’s not a problem to you, as always-if there’s any errors please let me know.
 

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oh yeah thats so weird
i'm so sad to see painwheel, beowulf and big band are starved of attention
robo-fortune is also on that list, i'm having a bit of a hard time working with her sprite but that doesnt change fact that she needs it too
here some sprites of this icons 😭
 

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  • taunt12_bigband_1p.png
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  • scythegrab_air_diag_08miss_painwheel_1p.png
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  • shk08b_painwheel_1p.png
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if there are any errors please let me know
 

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if there are any errors please let me know
 

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decided to test the alternative method again
posting info about the process here for documentation

unused layers:
florence_raw.pngflorence_base.png

used layers:
florence_shadow.pngflorence_highlight.pngflorence_line.pngflorence_area.png

i created the shadow and highlight layers manually with the Subtract blend mode
(shadow = base - raw; highlight = raw - base)
and then converted those layers to black & white
(to view the result: change blend mode of highlight layer to Linear Dodge and shadow layer to Subtract)

the brightness & contrast of highlights & shadows is adjustable this way

i inputted the base colors on the website to compare the results
raw (scaled down) vs. normal method (raw+base+area+line) vs. alternate method (highlight+shadow+area+line):
florence_raw_scaled.pngcustom_krazete_florence2.pngcustom_krazete_florence.png
not sure which is better.
does it pop more? is that good? or is it too much?
does the increased contrast compensate for the desaturation? or does it overcompensate?
should i change my script to automatically up the contrast? or should i leave it alone?
i'll leave it alone for now.
 
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decided to test the alternative method again
posting info about the process here for documentation

unused layers:
View attachment 25627View attachment 25624

used layers:
View attachment 25634View attachment 25625View attachment 25626View attachment 25623

i created the shadow and highlight layers manually with the Subtract blend mode
(shadow = base - raw; highlight = raw - base)
and then converted those layers to black & white
(to view the result: change blend mode of highlight layer to Linear Dodge and shadow layer to Subtract)

the brightness & contrast of highlights & shadows is adjustable this way

i inputted the base colors on the website to compare the results
raw (scaled down) vs. normal method (raw+base+area+line) vs. alternate method (highlight+shadow+area+line):
View attachment 25631View attachment 25630View attachment 25633
not sure which is better.
does it pop more? is that good? or is it too much?
does the increased contrast compensate for the desaturation? or does it overcompensate?
should i change my script to automatically up the contrast? or should i leave it alone?
i'll leave it alone for now.
i love her, she's so milf
 
if there are any errors please let me know
 

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  • Marie_meruring_Base.png
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  • Marie_meruring_Area.png
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  • Marie_meruring_Line.png
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  • Marie_meruring_Raw.png
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