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What you need
a pokemon from Gen III
An Inferno pallet or a color pallet
any image editing program(paint is fine)
First Ripped a pokemon sprite (sorry if im using a backsprite :P)
Get a color from Our color pallet
This color pallet helps you choose your 4 colors (or 3) without frustation
and finally the finishing touch (dont ask me why the mudkip frontpic wasnt there :x)
Note: In Devamping always maintain 3 or 4 colors in your pokemon sprite or your sprite colors will me messed up
Credits and resources:
Dragonsflycave's recoloring pokemon sprites it is very helpfull especially noobs like me (click the image below for more info)
Dodriosnest's color tutor I learn how to use the color pallet (although he didnt mentioned it in his post)
Pushpins Without this Uploading image will be a big bag of stones I be able to upload image Without singing in and its very fast in its uploading
Ripped Pokemon Front/backpic sprites also GBA (check the sizes before devamping your pokemon)
Last but not the least me: for sharing this good information that will help fellow Rom-hacker mates there
Last edited by dragonlordz (2012-09-17 12:13:15)
There's some problems with your tutorial:
In Gen II, each Pokemon is limited to 4 colors. These colors are 1) black, 2) white/transparent, 3) random color, 4) random color
Your Mudkip devamp uses 5 colors, because I see two shades of blue, and one shade of orange.
i dont devamped any sprites yet but i do have some already devamped sprites,in the case of too much shades of color being present,i just simply choose the two obvious and more dominant colors,and then edit it with paint pixel by pixel(magnifying it comes in handy),leaving the dominant colors and removing unnecessary shades,though i got my eyes crossed for a while after some time?and voila,you just refined your sprite the way it should be!
There is a quicker way to devamp sprites. Download a Color Quantizer first, set the image to 4 colors before starting devamping, this greatly saves your time.
Today I won't steal Pokemon
Question - one issue that this method seems to have is that many newer sprites are bigger than 56x56 and thus don't fit in the GSC boundaries. Is there any way to shrink the base sprites without making them blurred and unworkable?
Actually devamping sprites means you have to actually draw it somehow, it is almost impossible to make all sprites look beautiful with only re-painting those sprites. If you really have to use Paint to resize it, just check for every size and keep the original ratio that will not make them blurred (because sometimes there are certain sizes that a bigger sprites can be shrunk properly). Though I recommend you to draw them by yourself :)
Last edited by Rocket Grunt (2015-04-14 09:08:30)
Today I won't steal Pokemon
Yeah figured it the CTRL+A -> resize function yesterday^^ Still, for the purpose of the stuff I'm working on just refining and recoloring resized sprites is still preferable to working from scratch. With 200 or so sprites to do (and their backs, too) it'd take too long otherwise - not to mention I'm a game balance specialist, not an artist^^
You could try your hand at devamping 3ds models. There's a bunch on models-resource, and the missing ones can be ripped from XY/ORAS directly.
Here are some examples (the models are hand-made). They're 120x120, but you can scale the renders down to 56x56 and the shader will work the same way.
The author even made a video tutorial. It talks a lot about modeling, but there's less to do with the XY models in tow. https://www.youtube.com/watch?v=b8ldjWf … XhcvQUEbXW
It probably seems like more work. It could be. But it only needs to be done once--then, if you don't like the way the sprite looks, you can just repose the model. Or pose out animated sprites for Crystal. Or use different shaders to make GBA-like sprites, and so on.
Last edited by comet (2015-04-15 08:05:29)
That's nice and all comet, but what's the point of these 3d sprites? O.o I'm pretty sure you can't use them in GSC, even if resized
Why not? Looks fine to me.