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Messages - TrevoriuS
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31
General Discussion / Re: Official Off-Topic Thread
« on: May 30, 2009, 09:42:35 am »
now their pipeline doesn't seem very efficient
basing it off a 3D model can work, but you really lack control over small detail elements when animating like that
you might as well just sketch out a few figures in the time you make the 3D model  and animate that
and have your animation planned like that much better

32
Archived Activities / Re: Hexquisite Corpse Collab
« on: May 30, 2009, 09:14:26 am »
Now you got me a bit confused with the rules here
You can't claim adjacent tiles
But after all 6 start tiles are done you can
Does this mean I can pick any tile not adjacent to another or do I have to wait for the start tiles to finish to pick another tile than the green ones?

Edit: Thanks for clarifying  :)

33
Pixel Art / Re: Sprites (running, jumping)
« on: May 20, 2009, 11:33:08 am »
I don't see shoulder movement going on where it should, you see, when an arm is brought forwards the shoulder blade will follow and rotate across the rib cage more to the front, and the same is when the arm is brought back.
Now your arms go fairly far to the front, and I think they should go further to the back as well to bring this run cycle into a balance, because like this the change in motion going back forwards feels really abrupt. That could also be due to the timing in your frames though.

The first modification I like, the second is a bit overdone, so you could stick to this because it is indeed looking quite funny =)

34
Pixel Art Feature Chest / Re: Making a game :o [ Project Deadbird]
« on: May 19, 2009, 10:22:46 pm »
if I look at it like this he'll walk about 6 or 7 pixels per cycle, i don't know if that indeed matches the intended speed, but that his feet are not traveling across the ground is in my eyes absolutely not true

35
Pixel Art / Re: Sprites (running, jumping)
« on: May 19, 2009, 03:40:40 pm »
The lower arm should definitely change angle with the upper arm, in the jump you need a much much stronger anticipation, you don't jump off your toes, you bend your legs and hunch your back. Any further critique mentioned above by PypeBros & willfauds I completely agree with as well

36
2D & 3D / Re: Tutorials?
« on: May 15, 2009, 08:35:27 pm »
I have a bunch of 3D experience by now and understand less than shit about blender. I just use maya, and 3dsmax, for modeling rigging and animating. Maya enables more control. but in max you need it less because it's really developed for production, and works absolutely great when modeling architectural stuff

37
Pixel Art / Re: A robot (wip)
« on: May 13, 2009, 03:34:11 pm »
I like the head, lots, but what comes after lacks alot of volume and definition. I think this could benefit from a secondary lightsource, revealing more of the shape, and what is going on beyond the head..

38
Pixel Art / Re: New ref
« on: May 11, 2009, 09:44:09 pm »
Go out and do as much as you can yourself, and imagine the rest :P As animator you're supposed to perform ridiculous poses, as well as learn funny dance moves.

39
Pixel Art / Re: New ref
« on: May 11, 2009, 09:05:22 pm »
Give him a few more anticipation frames, showing not just his legs bending, but his entire body preparing for a dodge, and some somersaults. Then at the sand up, make that also more convincing. You can't do a somersault and land perfectly on your legs ,physically impossible, and just looking like a lack of time spent on the perfectionizing on the animation (I'm not saying you did that, because I know you're working hard on this and making alot of edits to DO get it perfect, I'm just saying the current result lacks some time and polishing).

40
Pixel Art / Re: cait
« on: May 11, 2009, 07:43:18 pm »
You articulated the hole in the cheek, the jawline, the nose tip and the chin by far too angular and dark , making these features all seem manly rather than female. Other than that, you did draw the right details, and got alot closer to the reference than the original; yet I recommend people looking at this feedback to not only take note of the existence of subtle detail, but also to make it remain subtle.

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