WRECKLESS RALLY Art Process | Part 2: Actor Sprites

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Art Process Part 2: Actor Sprites

Previously: Art Process Part 1: Getting Started

Silhouettes & Proportions

First we will be needing some car sprites, so @daanvanyperen has something to move across the screen as he does his mystical programming magic. The player controls a tow truck rather than a racing car, so I pull up a Google image search for those on my second monitor and just get started on a silhouette. Since this is a simple shape, I decide to add basic lighting pretty early on as that will add much of the shape definition.

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Silhouette blocked out, now to fix the proportions a little to make it cute and look less lanky, and add an outline for contrast.

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Nice, I am pretty pleased with this. But @daanvanyperen needs it to fit inside a single 32x32 sprite. Righto!

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There we go, and I threw on some neutral colours so the car doesn't interfere with the colour matching, and made it even cuter still with bigger tires.

Now for the racing cars. I figure that merely the difference in colour would be sufficient for players to tell the cars apart, and make a series of the same racing car in five different colours, but @daanvanyperen points out that we need different shapes as well. Colour alone isn't enough, some people pick up on shape difference more than colour. I struggle with this increase in workload a little, but after reiterating some cars once or twice I have five fairly distinct car models.

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The orange and red cars both have similar shapes, but by tearing the roof off the red car, it feels a lot more unique.

Next up: Art Process Part 3: Environment Sprites

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