AuthorTopic: The Daily Sketch  (Read 1368554 times)

Offline Ambivorous

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Re: The Daily Sketch

Reply #1170 on: March 01, 2015, 08:23:07 pm
I need to get back into this.



Made this as placeholder art for a game a friend and I are making.
I've been sketching fighter jets and concept spacecrafts for days just to get this little done. Man is there a lot of prep work in drawing your own art.
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Offline morpai

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Re: The Daily Sketch

Reply #1171 on: March 02, 2015, 12:52:33 am
@yaomon i like a lot the shading, and there can't ever be too many biceps!
@pixelpd i want to see more of your red-haired character!


Offline lachrymose

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Re: The Daily Sketch

Reply #1172 on: March 02, 2015, 05:59:32 pm
Muh dailies, well three days worth of dailies. Decided to pick up and learn some blender.
Each of these was done about a day apart from the last.
Still working on the third.



Offline wzl

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Re: The Daily Sketch

Reply #1173 on: March 02, 2015, 10:54:00 pm
random animation :D

Offline JackieTarr

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Re: The Daily Sketch

Reply #1174 on: March 02, 2015, 11:31:44 pm
Pixelled my current tabletop party, complete with animation!



The body shape is a derivative of Link from LoZ Oracle of seasons.
« Last Edit: March 02, 2015, 11:33:38 pm by JackieTarr »

Offline PixelPiledriver

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Re: The Daily Sketch

Reply #1175 on: March 03, 2015, 05:40:01 am
Took last week off.
Back to pixeling.

Quote
@pixelpd i want to see more of your red-haired character!
Soonish!
Diggin your stuff as well.  :y:

Here's some design stuff for the day.


wzl that animation sums up my life.  :blind:
I love it.
« Last Edit: March 03, 2015, 05:41:48 am by PixelPiledriver »
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline wzl

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Re: The Daily Sketch

Reply #1176 on: March 03, 2015, 06:43:36 am
thanks ppd x) I wonder where he got *that* gun  ::)

Love your monkess. And i really like the moves you come up with for her. They look pretty authentic for the most part.
Something that cought my attention though is in the first row, she does punch forward and backward. nothing wrong with that, but you wouldnt throw your upper body towards one direction, or it would cancel the other punch. You'd go into a horse-stance to be centered and able to equally deliver into both directions.
To compensate the abrupt stop in motion i made her turn around the other way to bring some flow back



Keep it up man :D

PS: i dont understand the last 2 moves in the 3rd row  :crazy:

Offline PsylentKnight

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Re: The Daily Sketch

Reply #1177 on: March 03, 2015, 10:47:57 am


Amazing how much better my sprites turn out when I sketch them on paper first.
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Offline PixelPiledriver

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Re: The Daily Sketch

Reply #1178 on: March 03, 2015, 05:52:42 pm
Thanks for the thoughts wzl!  :y:

This pose was interesting to me just because I found it to be kind of weird.

But agreed its def one of the weaker drawings of the bunch.
Yours looks nice.

I had some research going but also made quite a bit of it up.
The last kick is meant to be something like this one of Yuen Biao.


Which admittedly I did from memory, and got mostly wrong, because I couldn't think of where I had seen it last night.
It could be improved a lot.

Today I'll be working from these two videos:
https://www.youtube.com/watch?v=TGjCEIIC5qM
https://www.youtube.com/watch?v=9f8zb_QKZEo

If you have any interesting reference send it my way.
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline RAV

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Re: The Daily Sketch

Reply #1179 on: March 03, 2015, 07:24:00 pm

The way I see it, the pose as you drew it works, better understandable as a complete animation, because this is an "all-in" power punch. This means the power comes from the core of the body, rather than just extending the arm. So the force of the fist comes mainly from rotating the body and falling forward. The other arm backwards is not meant to be a punch as such, but flinging the other arm backwards helps rotate the core body / shoulder faster, which flings the forward arm harder into the front. The whole body is shortly tensed for control and conducting the core power into the tip of fist. Something like that I guess.

Something to improve in the drawing of it could be making the rotational aspect of the body more obvious, so that the body is not facing front in the end but sideways, left shoulder back, right shoulder forward. For actual animation: the correct power punch is an incredibly complex movement. the main force comes from coordination skill more than total muscle, in that the physics of momentum on whole body mass are fully utilized and make the actual power leading into the fist. As far as raw strength goes, the most important force is originated by the hips actually, on the lower body, initiating the rotational momentum of body, which travels slightly delayed into a rotation of upper body, where it is further exploded, and has a loose and leading shoulder sling shot the arm forward, almost like a trebuchet. It's very snappy, and the right timing of being loose and tensing up for a moment is key. But I'm not sure how much of this finesse makes for a good pa frame animation.

The body mass momentum / rotational / hips aspect is always most important, but sometimes more or less pronounced, depending of how much you want to expose yourself in the end as price for committing. So sometimes you barely even see it, but it always makes the brunt of force of any given punch from a skilled fighter.

« Last Edit: March 03, 2015, 09:40:06 pm by RAV »