@Speed-X
Sorry! >w< Also, yes. I added the color ramp to show off how it basically looks like. Though, I start off with a shade-less pokemon instead. It makes the process a little easier for me, at least.
Generally I take the lightest shade off a sprite and make a color ramp (Use Photoshop's provided one because I'm pretty bad at making my own ramps. >w<) and then shade it accordingly with lightest outside and darkest going inwards. Then I make duplicate frames and work inside out, changing the colors over without turning on the previously made layer.
Meaning... Say Layer 1 is the layer I finished making the inferno, I edit Layer 2 on photoshop while still keeping layer 1 turned on. Sure, I can't see if I made a mistake, which is why I turn off layer 1 visibility every so often to check but basically I pick the darkest color and then use the paint bucket to manually replace the next darkest color aside from the darkest. It's tedious, true enough. And if you do banding, it means you can't just paint bucket it all in one go, since the pixels are split from the rest. I digress, if you keep layer 1 on top of layer 2 while editing it on photoshop, what happens is you can immediately pick the next darkest color and move "up" the ramp towards the lightest while still picking the next color for the next part. Rather than having to move your mouse all the way over to the color ramp, especially if it's a large image. That... Will take a while. '^'
I guess, I'm more of a... Short-cut finding guy. >w< But hey! Every artists has their own habits and way of doing a particular thing. . u .
I'd love to see one made by you! o w o I'm pretty sure it'll be kickass! :D
EDIT: Quick note, if there's shading, like between the leg and the ear on my flareon, I tend to just place the darkest color on that color's ramp first to remember where it needs to be kept shaded. >w< I'm still experimenting with different ways to animate it, so I could leave it out but I thought I'd just... Keep it in for experimentation purposes. C:




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