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Looking much better already. The arms can still use a bit of beefing up, as they're pretty consistently the same thickness from the shoulder all the way down to the wrist. Those calves are looking nice! That's a great book, and one I was going to recommend. I also recommend this Youtube channel: https://www.youtube.com/user/ProkoTV It's concentrated more on drawing the form, but the foundations are the same regardless of the medium (be it pixel, or pencil).
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# ? Jul 21, 2014 20:37 |
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# ? Jun 5, 2024 20:10 |
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Chipp Zanuff posted:Thanks! I'll definitely start doing that! The right lower leg should be shifted to the right slightly and the foot flattened. Right now, it looks like the character is pressing forwards with both of their legs, like someone standing on their tip-toes. Something that's really helpful for me when posing is to actually adopt the pose I'm trying to take. Do it first without a mirror, and then with. When adopting the pose, just think about where your weight is resting (that is, whether you're putting more weight on your front leg, back leg, or distributing it evenly).
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# ? Jul 22, 2014 04:44 |
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Shoehead posted:I reworked an old logo today I'm digging it, but for some reason I felt compelled to add some half-assed perspective to it...
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# ? Jul 22, 2014 05:01 |
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McKilligan posted:I'm digging it, but for some reason I felt compelled to add some half-assed perspective to it... http://en.wikipedia.org/wiki/Mode_7
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# ? Jul 22, 2014 05:19 |
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Vermain posted:The right lower leg should be shifted to the right slightly and the foot flattened. Right now, it looks like the character is pressing forwards with both of their legs, like someone standing on their tip-toes. Thanks for the advice! I don't have access to any large mirrors that could show my entire body, only small ones unfortunately, but I will see if i can still use them. Also, is this any better: Modified legs, arms, chest, feet and waist. Arms are still bugging me. Edit: Here's a better edit, also included two different poses that i felt were appropiate: Ash Crimson fucked around with this message at 22:32 on Jul 22, 2014 |
# ? Jul 22, 2014 15:58 |
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Travis343 posted:I redid a lot of the environments from my last post, making sure they're all using the same level of slant for the perspective and going for a consistent top down perspective for anything not touching the wall. Hey what is this for? If it's for a game and you're going to be reusing these as tiles, they need to be in some kind of forced perspective that looks reasonably OK but much more importantly can be placed in any scene. This is what the Mother / Earthbound games do, look at how those tile sets are put together. If these are stand-alone pieces or pre-baked backgrounds for a game, they need to be drawn without any notable perspective fuckups and not resized in that way that makes some of the black lines 2 px and others 1 px. You don't need realistic shadows and perspective for a sprite game, but having noticeably wrong shadows and inconsistently realistic perspective is bad news
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# ? Jul 22, 2014 18:50 |
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Chipp Zanuff posted:Thanks! I'll definitely start doing that! I think the size of your figure precludes nipples. Proportionally these would be about 4 inches across irl
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# ? Jul 23, 2014 11:06 |
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swamp waste posted:Hey what is this for? If it's for a game and you're going to be reusing these as tiles, they need to be in some kind of forced perspective that looks reasonably OK but much more importantly can be placed in any scene. This is what the Mother / Earthbound games do, look at how those tile sets are put together. If these are stand-alone pieces or pre-baked backgrounds for a game, they need to be drawn without any notable perspective fuckups and not resized in that way that makes some of the black lines 2 px and others 1 px. You don't need realistic shadows and perspective for a sprite game, but having noticeably wrong shadows and inconsistently realistic perspective is bad news It's pre-baked backgrounds for an RPG maker project. I don't anticipate re-using these backgrounds or elements from them as the game is mostly set in the wilderness/fantasy setting and these more domestic areas are going to be a very small part of the game. The lines don't do that in the actual files, I resized them and took snapshots with windows snipping tool. I just redid all these specifically trying to keep a consistent perspective - it's not 'right' but it's internally consistent - making sure all the walls have the same slant and everything else should be just straight top-down. Looking at it again I do need to fix the stairs in the living room as well as the couch and TV. What else specifically looks inconsistent to you?
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# ? Jul 23, 2014 11:48 |
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Burqa King posted:I think the size of your figure precludes nipples. Proportionally these would be about 4 inches across irl Taken them out! Thanks for letting me know. Another smallish update: Main changes are to the arms and torso. Tried to buff up the arms and tried adding collar bone and muscle outlines in the upper torso. Is the torso any better by the way? I can draw a front-on torso (first one above) but when i try to twist it to match the perspective of the second and third poses it ends up coming across as bad (to me at least).
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# ? Jul 23, 2014 17:57 |
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Travis343 posted:It's pre-baked backgrounds for an RPG maker project. I don't anticipate re-using these backgrounds or elements from them as the game is mostly set in the wilderness/fantasy setting and these more domestic areas are going to be a very small part of the game. The lines don't do that in the actual files, I resized them and took snapshots with windows snipping tool. OK cool. That sounds like a good way to handle the perspective. The only other problem I see is that the shadows look weird, especially in the kitchen and around the living room door and stairs. Also you got some scribbles still visible in the classroom carpet but maybe they're supposed to be? I like the mundane settings a lot. Video games are so saturated with fantastical and over-the-top scenes that walking into a mildly dirty kitchen or whatever has actually become more surprising and more emotionally resonant than walking into some epic stuff
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# ? Jul 23, 2014 18:50 |
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Hi thread! Wandered my way in here yesterday, just caught up. I'll post some of my own stuff when I actually have time to work on it more. Chipp, haven't seen this mentioned anywhere, but if you actually take that high of a step while leaning back slightly and holding a sword behind your head, you'll topple straight backwards. If anything, your figure needs to be leaning forward, to counterbalance the weight of the giant chunk of metal swinging above / behind his or her head.
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# ? Jul 23, 2014 20:56 |
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I actually like the high step. Unless you're fully committed to realism, I'd keep it. Or I guess you could keep the step and try not bringing the sword as far back. The little knee bend at the end doesn't really add anything, though. I'd lose that. You'd especially want the sprite to return to idle quicker in a playable game, so you wouldn't be left waiting for animations to end after initiating attacks.
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# ? Jul 23, 2014 21:40 |
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swamp waste posted:OK cool. That sounds like a good way to handle the perspective. The only other problem I see is that the shadows look weird, especially in the kitchen and around the living room door and stairs. Also you got some scribbles still visible in the classroom carpet but maybe they're supposed to be? The classroom is supposed to be sort of a scuffed or dirty tile floor, not carpet. The little scribbles, I just sort of felt like they looked right. It's the kind of thing I would have done drawing a scene at a full scale, but maybe it doesn't work in pixels.
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# ? Jul 23, 2014 23:49 |
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Zackarotto posted:I actually like the high step. Unless you're fully committed to realism, I'd keep it. Or I guess you could keep the step and try not bringing the sword as far back. I think that's supposed to be part of the idle animation, and it's just included for demonstration.
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# ? Jul 24, 2014 01:26 |
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Messing around with Tiled. I'm thinking I should make proper reversed sprites instead of just flipping the tiles.
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# ? Jul 24, 2014 07:33 |
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You could add some flaming torches to explain the light sources, but be warned: your character may be at risk of suffocation without proper ventilation
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# ? Jul 24, 2014 09:20 |
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technolizard posted:Hi thread! Wandered my way in here yesterday, just caught up. I'll post some of my own stuff when I actually have time to work on it more. Thanks for the advice! Kind of motivated me to go back to animating for the time being. Here's an edit along with two new animations; bow and shield defending. I'll confess the shield one is pretty bad at the moment. For the bow, i tried planting the feet like archers usually do, but it looks like he's shuffling rather than doing that...
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# ? Jul 24, 2014 23:12 |
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Looks so much better without that weird squat no one ever seemed to mention. I really like the arm movements for the bow.
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# ? Jul 24, 2014 23:42 |
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Chipp Zanuff posted:Thanks for the advice! Kind of motivated me to go back to animating for the time being. Here's an edit along with two new animations; bow and shield defending. I'll confess the shield one is pretty bad at the moment. For the bow, i tried planting the feet like archers usually do, but it looks like he's shuffling rather than doing that... Hey, I don't know if it's an accident because you put a couple different animations in one .gif, but the timing looks weird to me. The longer frames don't really match the action. Also, I think the swing might look more impactful if you take out the middle frame: Oh, and for everyone's amusement, here's a walking cycle I found that I made 15 years ago. It's pretty slick.
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# ? Jul 25, 2014 10:04 |
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SCF posted:Oh, and for everyone's amusement, here's a walking cycle I found that I made 15 years ago. It's pretty slick. This reminds me a lot of this gem. https://www.youtube.com/watch?v=Y414Q7vVgYU
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# ? Jul 25, 2014 10:08 |
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SCF posted:Also, I think the swing might look more impactful if you take out the middle frame: BOOM. That looks perfect.
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# ? Jul 25, 2014 10:57 |
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SCF posted:Hey, I don't know if it's an accident because you put a couple different animations in one .gif, but the timing looks weird to me. The longer frames don't really match the action. Yeah, putting the animations in one gif had unintended consequences. I'll definitely take your advice, since i agree it looks more impactful. Also: Safety dance Edit, here's the result (with both 1-handed and 2-handed weapons): I was thinking; if the blur goes by so quickly, is there is even a need for it? Ash Crimson fucked around with this message at 11:32 on Jul 25, 2014 |
# ? Jul 25, 2014 11:00 |
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SCF posted:Hey, I don't know if it's an accident because you put a couple different animations in one .gif, but the timing looks weird to me. The longer frames don't really match the action. Man this really make me wish I still had all the stuff I made when I was 14/15. Too bad there wasn't usb storage back then.
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# ? Jul 25, 2014 12:02 |
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Chipp Zanuff posted:I was thinking; if the blur goes by so quickly, is there is even a need for it? As I understand, If you go too fast with your movement then people can't reliably tell what's going on, or you'll have to make tons of frames for every individual action instead of just using a squash/stretch thing. That blur is a means of telling the person "it goes so fast that you can't see" without... having them not see it
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# ? Jul 25, 2014 12:55 |
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Forer posted:
Sure! I kept them. Added two new animations A build up to casting a spell as a mage/priest and a pretty bad (Still very wip) horse running/movement animation:
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# ? Jul 25, 2014 18:22 |
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Chipp Zanuff posted:Sure! I kept them. Added two new animations A build up to casting a spell as a mage/priest and a pretty bad (Still very wip) horse running/movement animation: This might help with your horse's movement.
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# ? Jul 25, 2014 18:36 |
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Chipp Zanuff posted:Sure! I kept them. Added two new animations A build up to casting a spell as a mage/priest and a pretty bad (Still very wip) horse running/movement animation: The humans are looking grand. Feet during archery are a bit weird. Either have him move a bit forwards so he's pivoting on his back leg to get into position, or have him move the feet in order somehow. Right now it looks like he's 'sliding' into the position. Try and imitate it yourself, and you'll see what sort of movement you have to do in order to move the feet into position. Do me a favour and experiment a bit with the slash trail. Have it start as a tiny one just before the big frame, and then dissipate after the slash rather than appear and reappear instantly. Still, looks grand, except for the horse, which was to be expected. The front legs look like a good run loop for a guy, to be honest.
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# ? Jul 25, 2014 18:46 |
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Fuego Fish posted:
That's what i actually used as my reference, along with Red Mike posted:The humans are looking grand. Feet during archery are a bit weird. Either have him move a bit forwards so he's pivoting on his back leg to get into position, or have him move the feet in order somehow. Right now it looks like he's 'sliding' into the position. Try and imitate it yourself, and you'll see what sort of movement you have to do in order to move the feet into position. Sure! Will give this a go in my edit i am working on (mainly the horse atm!)
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# ? Jul 25, 2014 18:47 |
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Remember, a horse doesn't just move its legs, it runs with its entire flanks.
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# ? Jul 25, 2014 18:51 |
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Red Mike posted:Still, looks grand, except for the horse, which was to be expected. The front legs look like a good run loop for a guy, to be honest. It's a world where they ran out of real horses, so all horses are two squires in a horse suit.
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# ? Jul 25, 2014 18:56 |
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Just a very quick and sloppy edit to see if i am going in the right direction in terms of movement (focusing purely on legs this time for the horse):
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# ? Jul 25, 2014 19:50 |
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I don't know what to say about this because there is a heat wave and my brain is fried.
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# ? Jul 25, 2014 21:48 |
Shoehead posted:
Looks like a great base for a humphead or sheep's head wrasse for cybershark to beat up.
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# ? Jul 26, 2014 04:49 |
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Chipp Zanuff posted:That's what i actually used as my reference, along with Not to be "that guy", but I do feel I should point out that the GIF is of the horse galloping while the image series is the horse trotting. They're quite different, so I hope you're looking at one or the other and not both, because they won't match up. I actually finished some stuff! And promptly went out of town, so I can't post it right now (sorry).
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# ? Jul 26, 2014 06:58 |
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This one looks more like it's doing a fancy dressage trot rather than a gait that you'd use for anything real. If this is an attack animation, look at how they kick with their rear legs. If it's for the rider to be attacking from, I imagine the horse would be pretty collected under the rider, maybe doing a little rear, but not a full on hooves waving in the air thing. (because that would expose its belly to attacks, risk the rider falling off and bring the rider out of striking range.)
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# ? Jul 26, 2014 10:29 |
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Your big issue, again, is that the horse is just moving its legs, when there needs to be motion of the entire segment of the body above the leg. In my opinion, anyway.
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# ? Jul 26, 2014 10:31 |
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Saturday is for screenshots!
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# ? Jul 26, 2014 16:02 |
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MikeJF posted:Your big issue, again, is that the horse is just moving its legs, when there needs to be motion of the entire segment of the body above the leg. In my opinion, anyway. I tried doing so in this edit: Is it any better, or still bad? Note: It's only four frames at the moment. Further edit: Ash Crimson fucked around with this message at 21:21 on Jul 26, 2014 |
# ? Jul 26, 2014 16:25 |
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the chaos engine: That looks fantastic! I love the palette! The numbers in the top right look a little odd- are the irregular spacing and different-sized zeroes intentional or is this a mockup?
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# ? Jul 26, 2014 16:54 |
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# ? Jun 5, 2024 20:10 |
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Internet Janitor posted:the chaos engine: That looks fantastic! I love the palette! The numbers in the top right look a little odd- are the irregular spacing and different-sized zeroes intentional or is this a mockup? nah it's in game but I keep loving with the size of the numbers so I resize them in code which leads to less than ideal results. All the assets are coded in now so now I can start tweaking that stuff better. I'm gonna be at GDC Europe and I really wanted to have a build ready to show off while I'm there, some stuff is a lil rushed at the mo.
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# ? Jul 26, 2014 17:58 |