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Breeze sucks.

Before I start, know that I'm not actively trying to put down the group of people using this template. I'm trying to help you guys, believe it or not. Now let's get into this thing.

This will actually serve as a decent spriting tutorial on its own, even if you aren't familiar with Breeze.

Breeze Sucks, a look at modern templates by your friend Despain

What is a Template?
Professional 2D games don't use character sprite templates, at least not in the way that we do. The purpose of templates, as we use them in RPG Maker, is to make spriting easier and faster for us. We don't each have a team of professional pixel artists who are able to pump out a few hundred high-quality sprites. As such, we work on template bases to ensure consistency and increase the speed of our productivity. But this is generally common knowledge.

What a template has become is something slightly different. Today, you see a lot of people posting their templates on this forum, which is both good and bad. I definitely encourage it, because even if it's horrible, working from scratch will really help a pixel artist improve. But at the same time, a lot of these people are creating templates for the wrong reasons. After the popularity of Showkaizer's work, there was a sudden jump in the people who made their own spriting bases. Unfortunately, a lot of these people did it because they wanted to be famous and garbage like that, evident by the amount of people who created and "released" poorly-sprited templates without any sign of accepting criticism on them.

I'm not necessarily saying that Breeze falls into that category. Green Raven is a solid spriter. It's the "revolution" that has put it into that category. Breeze is not so much a spriting template now, as it is an object of popularity. And because of that, it disappoints me to see it being used so often when it encourages poor spriting practices.

That's right, the Breeze template, at least in its popular usage in the "Breeze Revolution", teaches early spriters bad habits.

The Good, the Bad and the Ugly
Before I start, I want to clarify that I'm not really saying that it's impossble to make anything good on Breeze, just that it's difficult when using the standards imposed by the "Breeze Revolution". I'm going to start off with the template itself.

breeze1.png


Cute. On its own, it's actually not very bad. I want to look at the individual sprites, though, since they are what really makes or breaks a template.

examples1.png


These sprites were made by Gir, Green Raven and Wumpi (left to right).

They clearly (to me, at least) get better as they go, in left-to-right order. There's a big difference between the first two, both of which are included on the BR's website (which bothers me that such low-quality sprites are accepted with other ones. A coherent style cannot be made with so much inconsistency among the individual graphics). The middle sprite is pretty much the perfect example of the common Breeze style that I am talking about in this article, and the majority of Breeze sprites in the BR are very similar to it. It's not exactly badly-made on its own, but the color selection is so horrible that it's absolutely lifeless. Wumpi's isn't perfect either, but it demonstrates a good knowledge of color, which the other two lack. I'm not going to go into detail for each of the sprites here; I just wanted to show the differences between some of these.

Why do I include a good sprite like Wumpi's if I'm trying to make the claim that "Breeze sucks"? Because it's not entirely what I'm getting at. The popular usage of Breeze sucks. Like all templates, Breeze can (and should, as all templates should) be recolored and edited to rock (which I'll actually be doing through most of the article).

The Form
Really, it's not that bad. I have a few small criticisms about the structure of the template itself, but they're not very devastating. Despite the highly-cartoony style of the template, anatomy should still be paid attention to. A lot of people casually pass of poor anatomy as "style", and this is a very bad habit to get into. I have a few major complaints about the form of the template (note that I'm only really working off of the front idle frame, there are probably other issues in the animations and side-views that I'm not doing to delve into).

For reference, here's the image again:

breeze1.png


  • The crotch area is an eyesore.
    Take alook at the area where the legs connect with the body. The connection there is pretty confusing, and as a matter of fact it looks (to me) like he has a little erect penis pointing up towards his navel. I'm not exactly sure what was going on here, whether the line is intended to be abs or a belly button or what. The single pixel of light directly above the line between the legs adds to the confusion. This isn't what a crotch should look like; the human body doesn't just split into two legs.
  • The stubby feet make little sense.
    Continuing on the last point, the current legs look pretty much like an extension of the torso with a split between them, as though someone took a pair of scissors and cleanly cut a line halfway up the middle of the trunk. And while stubby feet are cute, it looks as though the legs simply stop when they get to the bottom. Even with the cartoon style, this looks awkward on an actual character.
  • The cheeks and chin are very jagged.
    This one is harder to see in the blown-up image when we're looking at the pixels, but when the image is smaller this is an annoying little problem. The head is significantly larger than the body, which isn't a problem in and of itself due to the style, but the way the chin and cheeks are formed looks very bumpy when viewing it from a distance. This is a result of the attempt at making the chin very flat and soft, but unfortunately the exact opposite occurs.
  • Very poor usage of the colors.
    For the most part, my gripe on the colors will be handled in the next section, but the template her doesn't make full use of the colors available to it. The entire lightest shade is only used in one spot on the forehead, for example, and the body and chest area is left completely blank.

I've taken the liberties to address some of these issues in a very quick edit.

mod1.png


Ignore the giant spot on the head, I actually don't like how that turned out. The rest is a decent example of what I was trying to do.

The big differences are visible in the feet and crotch areas, and along the chin, as I tried to address the problems that I pointed out above. The feet make him seem a little off-balance now, but at the same time the tapering effect makes them look more like actual legs rather than stumps, and it preserves the cuteness of the original idea. I significantly smoothed out the chin area, which actually was only a couple pixels difference on each side. The crotch I added might be a bit large, but I think that is only because of what I did with the colors (which I'm not exactly happy with, I was trying to get the most use out of the colors that were already used. I think that there were too many colors to begin with and I forced myself to use all of them) and the crotch area is much less confusing and helps separate the torso from the legs.

The cute style is preserved and possibly enhanced, while I was able to improve on some anatomical aspects.

The Palette
My biggest problem with the "Breeze Revolution" is by far the horrendous color palettes that they encourage. The BR website goes as far as to have these color palettes and suggest that people use them. Now don't get me wrong, I think that a unified palette is amazing, as consistency is one of the biggest things that I value in a spriting project. The only problem is that these are consistently bad.

Let's look at that average BR sprite again.

examples2.png


As I said, this is a perfect example of what most of these BR sprites look like, in terms of style, color, etc. Here are some more so you get the idea.

At first glance it doesn't look so bad. They're cute and colorful, and it almost works. But at the same time, the palettes are incredibly flat. FLAT. FLAT. FLAT. And that means boring. In some games the style might work, but attributing a poor color palette to an entire template is detrimental to the spriters working with it. I really don't want to go into the details here, but there are a number of tutorials online (such as this one) that would explain in detail why these color palettes are so flat, and would help you develop a better one. In fact, that page has a lot of great information that pretty much speaks for itself and is worth looking at.

I know people are going to try and argue against me here, citing that the flat colors are part of Breeze's style, or its charm. And unfortunately, I can say that you're wrong. "It's the style" is never an excuse for poor art. This is one of those mistakes that the BR is teaching new spriters, and will seriously prevent them from moving on to something better.

One look at Wumpi's sprite, which I posted above, will prove this. It retains the cute charm of the Breeze, yet because it uses its own palette, doesn't look nearly as flat and boring as the typical BR sprite. I've tried to fix some of this again in my own example:

mod2.png


Like the other, it's a very quick edit that I'm not entirely happy with, but it proves my point. Here I took my previous edit further and changed the colors to a palette that I use myself. With the color change (and the change in how the colors are used), I think that I let the potential of the Breeze style really take a step forward, as there is now a much clearer emphasis on the cartoony/cel-shaded style of the sprite. At the same time, it's much easier on the eyes, as there is a comfortable contrast between the colors where the sprite doesn't look nearly as dull (the sprite seems flatter in some areas, like the face, but more dynamic in others, as my emphasis is on preserving the cartoon style).

I've taken this a step further and recreated the example sprite itself:

mod31.png


One of the biggest issues I have with the BR is that the hair for the majority of their sprites has a very serious lack of details. I didn't touch much on this issue in the article, because this really has to do with the individual sprites rather than the template itself, but it's such a common occurance (look at the above examples that I liked), that I had to talk about it briefly. The Breeze template has a very large head, which is great for expressions. At the same time, it has a lot of room to make the most out of these hair styles, and most of the sprites simply don't take advantage of that. In fact, the way in which they shade the hair makes the sprite seem even more flat. I clearly fix this in my version of the sprite.

Don't give up!
The purpose of this article isn't to sit here and insult you. I'm not telling anybody to stop, and I'm not trying to put an end to your "Breeze Revolution". In fact, it's just the opposite. I support original graphics, but I support high-quality original graphics. I don't want people to settle for graphics that are good enough and frankly, that's exactly what I think the "Breeze Revolution" is all about. These people are settling for whatever sprites they can get, with the idea that "as long as we have a lot, it will be popular", and unfortunately, it's working.

These guys are forgetting about quality, and they are forgetting to push themselves to create something really special. They're forgetting about making the best graphics that they can make.

And when you forget to do that, you lose why you started spriting in the first place. You get results that very closely resemble the Breeze itself: sloppy and flat.
 
It's a very good tutorial, but I definitely think you should change the name.  You need to make it less obvious and less insulting.  Something like "Breeze Improvement" would be sufficient to get people's attention.  I doubt I'll change your mind, but that's my opinion.  It's a really good tutorial, and I intend to take some of your comments into consideration when making my own sprites. :thumb:
 

khmp

Sponsor

It is a very lucid observation with plenty of support. The title serves its purpose and by the time you finish reading the tutorial hopefully you understand that the title is purely an attention grabber. Very well done. Gratz. You must write a hell of lot of essays Despain.
 
I came in with the intention of harassing Des for the title too. Until I looked at the post, then I said to myself, "Self, that's a pretty damn good tutorial!"
Funny thing is, if it had said, "Breeze Improvement", I wouldn't have even bothered looking.

Be Well
 
im sorry i havnt really been into rpg maker for too long and i dont mean to get off topic but exactly is this "breeze revolution" i keep hearing about? Other than that this is a very informative tutorial, good job. Oh and the reason i checked this article out was due to its name; good choice :thumb:
 
Yes, as the project manager of The Breeze Revolution. I highly agree with a lot of points you are making.

The basis of breeze is simplicity, not shittiness. To be exact, you can put just as much effort into these sprites looking decent as Wumpi and your self did. In no way are we insisting on people sprite with this just cause it is "easier" i my self sprite stuff my self with it. Spriting is something you learn over time and shouldn't be rushed into headlong, I've always said to start with recolors, then try frankenspriting, then editing, finally your own work.... Otherwise you are gonna get a headache.

As a leading Breeze Project owner on any site I've been to, I am striving to make the style something better than it is. I do like the simplistic qualities, but I don't want it to lack detail that it can and should have. Where half kaizers may need lots of detail and dithering, so does breeze, just not to that extent.

In no way are we trying to support you to use only our palettes, which is why they are open availability for people to add to them, all kinds of palettes can be used on the sprites and personally I encourage using multiple unique palettes. I also encourage editing the template to fit your needs as you demonstrated. New template designs are welcome, however it is more the style of the sprite that is the revolution. There just are not enough resources out there to make a game with, but we want good quality sprite work, hence why we have a ranking system. Quality and Quantity will get you higher, where as if your quality sucks and you have a huge quantity output it won't get you as far, you need to be consistent and improve.

Consider this, listen to what he is saying, because believe it or not, he is right about the points he is making. I'm not here hosting this stuff to post crap work up just to make someone a game. I actually want to see progress with people and see them expand their talent more by participating with it. There are many games out there that use simplistic styles, such as the pokemon games... Yet they are professionally done and look beautiful.

*By the way Wumpi never submitted her sprite to be used with Breeze Revolution so I never saw the need to download it and upload it to the site, for your information :)

Good article Despain.
 
You seem to confuse "simplicity" with "bad and/or lazy spriting", which was the point of the article and you seem to have missed it.

*By the way Wumpi never submitted her sprite to be used with Breeze Revolution so I never saw the need to download it and upload it to the site, for your information :)

Because they're not a part of the BR. They're too good for it and don't fit your "style". I used her sprite as an example of what Breeze is capable of if you don't settle for the ridiculously low standards of the BR.
 
I was agreeing you you in my whole reply. I'm actually encouraging people who submit to the BR to follow what you said, because it all makes actual sense the more you look at it.

Nothing is to good for anyone, that's a fact of life, if you think you are to good for something you are an arrogant idiot.
 

boon

Sponsor

I must admit, I have to agree. Many people mistake the fact that the Breeze Template is "Simple" and instead they just don't add effort.
A tiny bit of effort can go a huge way. Just adding a few highlights on a breeze characters head, example http://i191.photobucket.com/albums/z94/ ... /HeroF.png[/img], can make the hair stand out.

To anyone browsing the forum, this looks like a direct bash at the breeze template though. A change of title would suit.

Wumpi's sprite is good - in fact it is probably one of the best breeze sprites I've ever seen.
There isn't "Ridiculously Low Standards" - the whole point of breeze was to make something that wasn't so detailed as the Half Kaizer. The reason many people tend to try breeze sprites and make them overly simple is because they misunderstand. To make a good sprite on ANY template you need to give it your 100%. Many people don't see that.

As for your edit to the sprite, the legs just don't work so well put like that. The aim was for a GBA-reminiscent theme similar to Pokémon characters like the RSE or DP sprites. When the legs get put in, it makes them look very hipped, like a female sprite. Although I must say, the hair is a huge improvement.

Don't take this as a disagreement, I am fully agreeing with many of your points, only disagreeing with a few. How to Improve Breeze maybe as a title.
 
Nothing is to good for anyone, that's a fact of life, if you think you are to good for something you are an arrogant idiot.

Being able to make the distinction between sprites of different qualities is a necessary skill for any serious spriter. If you have two sprites side-by-side, made in a similar style, and cannot tell which is better from a technical perspective, then you need to spend more time studying the art.

Bronzeet the hair on that sprite is horrible. If you think those highlights are enough to give it some character then you entirely missed the point of my article.

The aim was for a GBA-reminiscent theme similar to Pokémon characters like the RSE or DP sprites.

Then you failed (and trust me, you'd have a difficult time finding someone in this community who has as much knowledge of pokémon sprites than me). It seems far more like Wind-Waker style link and doesn't feel anything like Pokémon. This is likely due in part to the anime-ness of the eyes, but mostly because you don't have the pokémon prespective, which is why they were able to get away with those kinds of legs. The Breeze perspective is much more straight-on than Pokémon sprites, which makes the stumpy legs look very awkward.

My edit was feminine, yeah, and it's probably not the ideal change that could made to fix the legs. It's an example of one of the many ways to improve upon the obvious flaws.
 

Emtch

Member

Yeah, I've always thought the popularity of breeze sucks. I hate that it's so small and encourages bad spriting too. You actually changed my mind and made me see the potential. The mass produced shitty ones look worse than the characters in ff4.
 
Boonzeet, Despain's (it is Despain right? I have a hard time keeping track of people when they change their names) point is that you have to be more adventurous in your efforts.

Your sprite is a common example of every single other breeze sprite out there. It follows the exact same rules of all the other sprites, one of them being flat hair. They way you've drawn the hair, and is one of the points made in the article, is that it's all drawn just as one bulky shape with no substance to it. Hair is made out of strands and clumps and that kind of thing, you need to think about the shape of the hair as opposed to just the simple outline. Adding a couple of dots of a light colour isn't going to fix it all.

I hope you don't mind but I took the liberty of re-spriting your character using Despain's breeze template and my own techniques of spriting. Please keep in mind that it's been FOREVER since I last sprited (the last time I sprited were those Half Kaizer FF7 characters), so please forgive me for any glaring mistakes. I'm also terrible at picking out palletes.

http://img215.imageshack.us/img215/6229/breezeeditmx9.png[/img]

I tried my best to show that by thinking of hair as a series of clumps, as opposed to just one flat shape, can help to add depth to the character. I also went a tad experimental with the hair. ^^"
 
Despain, I agree with you completely.  Those edits you made of the template are fantastic.  I have a lot of problems with my colors, though.  I already read about and understand color theory, but in practice, a lot of my works still looks "flat."  What's a good way to go about getting vibrant and interesting palettes?
 
I really shouldn't even show this, but I have a nasty habit of gradient shading, it isn't horrible, but it is noticeable. http://i22.photobucket.com/albums/b347/ ... ishWIP.png[/img]
However, in turn to your comment Keisukeyui, I would first start out trying recolors with random palettes that you your self make. I use a 7 color palette when I do sprite, A Highlight, Midlight, Lowlight, Base, Cast Shadow, Shadow, Outline.

To sum it up, you need to practice, practice, practice. That is all there really is to art, you can't get better unless you try to improve, and by improve I don't mean copying someone elses work for ever single detail, or using an image and a few filters, I mean actually getting out there and experimenting with the pixels. Otherwise you won't get better and it will always look flat. Breeze has a "simplistic" style, we don't want a flat style which is what Despain has been trying to point out, it has some template flaws, however they can be worked around with little effort and end up causing it to look magnificent. We also stress to add detail, maybe not as much as a HK would use, but they do need detail like any other sprite in the world, otherwise it looks bland and well.. flat.

Note that that sprite is for Kailis use only, it is not an open resource to use, simply an example.
 
Yeah, I'd have to agree with your points, Despain.
Breeze, as it's commonly used, can use improvement. I'm not really a big fan of the common look either, and prefer pieces that are similar to Sailor Taurus' and your own that are more detailed. Hell, I'd probably just be spriting HK's if I wasn't working on Kailis, which I feel an obligation to.
I really like what you did with the template, and I agree that the flat color palettes are bad. In fact, I'm working on a fairly comprehensive palette set for the BR that should help deal with the problem.

Excellent topic, and even more excellent tips.
 
I'd have to say that experimentation and learning from other sprites are things you should apply to the sprite. Sure, a simple shaded sprite could be done for the style, but don't be afraid to take what you learned from looking at other sprites and trying new things with it. So, agreed with this topic.

http://img214.imageshack.us/img214/7804 ... rigef9.png[/img]
This is Axerax's original sprite. I'll pick on you because the other sprites were covered already. Some of the things I'll say in this huge paragraph are for this sprite, but hopefully this could apply to other sprites as well. As you have done, the outline color does not need to be a single color. However, you should keep track of the colors you use. 30 colors is way too much for a sprite this small. It's a good idea to look at the sprite at 1x zoom, as it really looks like it has 5 or 6 colors in it, not 30. I dunno what program you're using to make the sprites, but I highly recommend one with a palette, or at least put the colors to a side. Some changes in color are indistinguishable but are adding to the color count. Instead of using like 6 colors for shadows and stuff, just use higher contrasted colors. I personally like working in a middle grey background, I think it helps to test out contrasts better than a white or black background. Also, what you could play around with is varying the hues for shadows and hues.

http://img132.imageshack.us/img132/3104 ... wipux2.png[/img]
This is my edit. I don't assume it's perfect, but hopefully it'll help. This uses 8 colors, not including the background.
 
@OD: The edit is nice, however I intended for the cracks to be there, I don't expect a skeleton to be wearing shiny armor like that, just my interpretation of skeletons in RPG's. I used my normal 7 color palettes. 1 On the horns, 1 on the armor, 1 on the skeleton itself, and 1 on the eyes. Even then it should only come out to be 28 colors. I also use Photoshop CS2. Not the best spriting program I already know, plus I don't normally sprite so that is also a problem :P
 
I knew eventually this would come up. And to a certain degree Despain is right. Breeze has become too popular for it's own good. And too many people mistake it's small size as a reason to by pass the Quality of the Shading and of the Palette.

There, are several in the Revolution who use that mentality, that Breeze is the easiest template to sprite on because it's so small. Well that's wrong. DEAD Wrong! There is no such thing as an Easy Template, no matter how small it is. Every Template has a style. Breeze was first made to be a Cartoonish Chibi style. It's style isn't overly complicated or difficult. It is as BoonZeet said, "Every Template To make a good sprite on ANY template you need to give it your 100%. Many people don't see that."

Because many who are in the Revolution haven't been properly educated about the importance of putting everything into whatever they do, thus the quality of the Sprite and it's Respect goes down also.

I say, that for now, we go about educating the Masses about the True way to create a breeze sprite, before we go any farther with The Revolution.

Because, Hey, what's a Revolution with out dedicated followers?
 

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