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Kunzelman posted:Can anyone point to any good tutorials on how to make animation smooth/good/etc. The diagram of running animations was awesome--is there anything like that for, well, every other motion? http://www.amazon.com/The-Animators-Survival-Expanded-Edition/dp/0571238343/ref=cm_lmf_tit_2
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# ¿ May 7, 2012 18:45 |
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# ¿ Apr 28, 2024 13:12 |
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.TakaM posted:
It looks very flat, to be honest. I think this is maybe a good first pass, but you could push the shapes of the leaf bunches much more and make them feel much more voluminous if you had a 2nd go at it.
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# ¿ May 9, 2012 19:56 |
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Supernorn posted:Some Art/Animation stuff for a pirate game i'm working on at Chucklefish. Is this that spec work gig they posted about? You're getting paid, right?
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# ¿ Apr 5, 2014 11:45 |
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Chipp Zanuff posted:Thanks! I'm not sure if the following could be considered finished, at least by me: The poses are all pretty stiff, awkward, or goofy. None of them come across as really very active, powerful, or interesting. You need to be shooting video reference of yourself going through the sequences and using that to inform your animation. That would go a long way towards giving them some life and interest.
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# ¿ May 27, 2014 04:43 |
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systran posted:Yeah good point, it would be the opposite then, either way it shouldn't be a static speed. If you want to get technical, arrows do accelerate, but extremely fast, reach a top speed within fractions if a second, and then gradually lose both velocity and altitude.
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# ¿ May 31, 2014 03:49 |
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Valentine's Day present finally finished. Only took me a few months to get around to it!
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# ¿ Jun 19, 2014 01:19 |
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oddium posted:This is super pedantic and maybe it's not the same everywhere but those road lines are bugging the h*ck out of me. Generally yellow lines seperate traffic in opposing directions where white lines seperate traffic moving in the same direction Maybe it's a one-way street, punk! Ever thought about that?! HUH, PUNK?!
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# ¿ Aug 30, 2014 16:56 |
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Haha, I didn't even see the yellow lines. Hurf durf!
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# ¿ Aug 30, 2014 19:18 |
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As an artist that is perhaps a few years ahead of you in general, I can report that that feeling never goes away. Whether that gives you encouraging perspective of cripples you is up to you, I guess.
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# ¿ Sep 1, 2014 15:35 |
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Fridtjof Nansen posted:What an rear end in a top hat. Somehow I missed all your pixel contributions to the thread... I've actually learned some things from reading the discussions Chipp has been a part of. You on the other hand are an off-putting prick that makes me not want to come back to the thread. "Study anatomy" -- a lot easier said than done and at least Chipp is working to improve. I know when I get excited about art it's because of the potential for hours of boring model study! That other guy is a dick, but you're being reactionary and silly. The other guy also has a point, and you don't.
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# ¿ Sep 11, 2014 02:11 |
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I've always really liked the JonTron bumpers.
mutata fucked around with this message at 07:42 on Dec 1, 2014 |
# ¿ Dec 1, 2014 05:16 |
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jbone posted:The stairs' perspective is totally off, I didn't even realize they were stairs until I saw you mentioned "stairs." When you look down at a set of stairs from above, the top one looks smallest and the bottom looks biggest. This is the exact opposite of the way perspective works.
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# ¿ Dec 4, 2014 11:09 |
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Pixels own.
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# ¿ Apr 10, 2015 05:40 |
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Shinku ABOOKEN posted:I hope they posted that Trine(?) screenshot as an example of lovely coloring. I get what you're saying, but everyone pretty much loves how colorful Trine is.
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# ¿ Aug 1, 2015 16:11 |
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5 minutes is good because that's long enough to start drawing and short enough that your mind wont go "EW NO gently caress DRAWING FOR AN HOUR LETS GO EAT SOMETHING INSTEAD". You'll probably end up drawing longer than that.
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# ¿ Sep 23, 2015 18:26 |
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Her left arm is missing half of the arm.
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# ¿ Oct 31, 2015 03:02 |
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Manslaughter posted:Perspective makes me think its pointed right at me so it's not so bad. The angle the hand is at and especially the direction the sleeve opening is facing says it isn't foreshortening. Perspective is often a mindfuck. :/
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# ¿ Oct 31, 2015 10:01 |
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There will always be someone better than you. And someone better than that person. Just be better than the you from yesterday. That's enough of a battle as it is!
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# ¿ Apr 13, 2016 05:22 |
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Fuego Fish posted:I was looking up limited palettes, and how people come up with them, and this particular method seemed interesting to me: This is called gamut masking and James Gurney has some great posts about it on his blog if you Google the term.
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# ¿ Aug 25, 2016 09:44 |
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I have a 19" Yiynova screen tablet (cintiq style) and it was $600 and it works well enough.
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# ¿ Aug 25, 2016 19:25 |
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Segmentation Fault posted:You're one of the few people who actually understands what pixel art is meant to be What?
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# ¿ Aug 29, 2016 06:39 |
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I mean, retro games of all genres had silly idles. They make jokes about it in modern shows like Gravity Falls. There's certainly room for other approaches, but I don't see much wrong with the above. Pixel art requires exaggerated motion, subtleties don't read well at tiny resolutions.
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# ¿ Apr 16, 2017 02:03 |
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I want to say that it helped communicate that the game was still running and not frozen, but I'm pretty sure I'm just making that up. I think at the end of the day it just goes to "in video games, moving is better than static".
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# ¿ Apr 16, 2017 06:34 |
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# ¿ Apr 28, 2024 13:12 |
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It's just pixel art applied as a texture on some simple 3D models. All pixel art techniques apply, especially lighting (that scene is unlit/fullbright and you'll be painting in a lot of your lighting) and color techniques. Take an object, model it as simple as possible (focus on simple silhouettes) and uv unwrap it and paint. Try to keep uv edges constrained to x/y grids so your straight lines won't be stepped. Later you'll get much more clever with UV layout with overlapping uvs and reusing swatches of texture and such, but that's later once you understand the style a bit better.
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# ¿ Jun 11, 2017 03:23 |