Pixelation

Critique => Pixel Art => Topic started by: birkka on March 14, 2007, 03:39:50 pm

Title: running pixel base
Post by: birkka on March 14, 2007, 03:39:50 pm
hello everybody i'm new here  i'm french so excuse me but i don't speek english very well

I show you my running base  say me if you like it  :crazy:

(http://i173.photobucket.com/albums/w75/birkka/runmodel.gif)


second version

(http://i173.photobucket.com/albums/w75/birkka/runmodel2.gif)

Last version

(http://i173.photobucket.com/albums/w75/birkka/modelcolo3.gif)
Title: Re: running pixel base
Post by: dragonrc on March 14, 2007, 03:42:55 pm
I like it, but maby you should let the upper body slightly bend down, you don't run with a straight upper body.
Title: Re: running pixel base
Post by: birkka on March 14, 2007, 03:46:22 pm
I post two other pixel art i made  but its older works

(http://fc01.deviantart.com/fs14/f/2007/044/e/8/walking_man_by_birkka.gif)

(http://ic3.deviantart.com/fs13/f/2007/044/0/b/lizarman_by_birkka.gif)
Title: Re: running pixel base
Post by: Ricco, the Pirate on March 14, 2007, 03:49:02 pm
lol it looks like he is marching after a victorious battle or something like that :P It doesn look like its a running anim though
Title: Re: running pixel base
Post by: Hawk on March 14, 2007, 04:00:11 pm
...Even though you are new, please show at least some effort other than just showing an outlined animation. Also even before you post this, why not look around at other threads that have had the same inquery, this way time could be saved.

Anyway, in regards to the animation, the character puts to much effort into his arms. Either arm looks like it's only 3 pixels away from smacking him in the face, which isn't really normal. So in other words, just tone down the effort exerted into the arm movement, detail the entire thing, and then ask for critique.

Next on your more recent additions the walking for the male character is way to exaggerated and it seems like your character is doing a head bob to some unheard music, either that or tripping. So tone down the leg strife, redo the overal posture, and fix the hands.

Finally onto your lizard, you need to add more detail overall especially if your trying to depict a reptilian. You will need to add scales in general if that was your goal. Now in regards to the animation, well for one the overall body conception with the breathing is a little exaggerated, and the arms realy shouldn't move unless it's truly exhausted. Then on the tail, it breaks all the rules of anatomy by only having that portion of the tail move. Usually, except in rare cases with snakes and worms, everything moves via a joint, which would be the tail bone, or cartiledge of that lizard tail. So even if you fantasied that it could move it's tail because of it's human-cross breed structure, there still couldn't be a frank possibility that it could do that form of movement unless you perceived that there are joints along the entire tail which would alas make it a bone-tier movement which would limit the mobility of the tail, and cause it only to curl in one direction and not two without breaking the joints unless there was the case that it was double-jointed. So I would suggest moving the entire tail from side to side via the base to add the final tinge of realism to this peice.
Title: Re: running pixel base
Post by: birkka on March 14, 2007, 04:10:50 pm
thank you all of us for helping me I will try to do all i can for make a better work on my pixel thank's  :)
Title: Re: running pixel base
Post by: Gil on March 14, 2007, 04:26:26 pm
...Even though you are new, please show at least some effort other than just showing an outlined animation. Also even before you post this, why not look around at other threads that have had the same inquery, this way time could be saved.

This piece shows a lot of effort, what's wrong with showing outlines?
Title: Re: running pixel base
Post by: AdamAtomic on March 14, 2007, 06:17:42 pm
Ditto, I think that comment was out of line, and beyond that he DID show other pixel work as well.  But exactly like gil said, what could possibly be wrong with wanting feedback on an outline before actually committing a ton of work to shading it (and a sprite that size WILL be a ton of work)?

As to the actual animation, I think there is a lot of style to it, the timing just feels a little slow.  I think if you speed it up a little bit you will be in great shape, and we'll be able to judge better where you can make some tweaks to the motion to get a solid outline.
Title: Re: running pixel base
Post by: ndchristie on March 14, 2007, 06:47:45 pm
it makes me think of Cid from FF7, his run animation

atm he feels a little like hes running in the air, not touching anything.  having a real weight fall into his boots when he hits the ground, and a real heave when he kicks up again would help a great deal.  Remember that lcomotion is much more about pulling than it is pushing; each step clutches the ground and pulls the body forawrd, releasing at the last moment allowing the momentum from the pull to carry the body farther.  Think about a slippery floor.  its very very easy to push something that is slippery, but hard to pull on it.  that's why you cant run; no grip.
Title: Re: running pixel base
Post by: birkka on March 14, 2007, 08:00:53 pm
I work on it after read your comment  i hope this one was better   :)

(http://ic3.deviantart.com/fs14/f/2007/073/4/e/run_model_2_by_birkka.gif)



EDIT:

speed up

(http://fc01.deviantart.com/fs13/f/2007/074/c/f/run_model_2_by_birkka.gif)
Title: Re: running pixel base
Post by: Fry on March 14, 2007, 08:46:23 pm
I think it could definately use a slight speed increase... And the foot's impact when hitting the ground is looking kind of slippery, i'd perhaps have the toes touch the ground before sliding back to give it more of a fast paced stomp.  I really dig your loose and over-exagerrated movement, pixel art line-work obviously appears a lot stiffer than animating using a col-erase pencil... just like rough animation loses it's edge when cleaned up.  Your movement doesn't suffer very much from this.

I look forward to seeing more.
Title: Re: running pixel base
Post by: Sharm on March 15, 2007, 05:34:07 pm
It looks like his torso is pointed slightly toward the camera, while his legs are completely left.  It looks a little awkward.
Title: Re: running pixel base
Post by: birkka on March 16, 2007, 08:37:51 am
the colored version

(http://s173.photobucket.com/albums/w75/birkka/th_modelcolo3.gif)
Title: Re: running pixel base
Post by: Fool on March 16, 2007, 10:31:50 am
The biggest issue right now is a spacing,  hands and feet moving erratically and that create blinking effect. if you take two extreme highest points for the hand and create a motion arch (that's what makes animation fluid for the eye) you'll see the jumping off that arch. Spacing should maintained along that arch  something like that - just a quick illustration (don't have time for more accurate drawing=):
(http://www.foolstown.com/misc/55.gif)

Actual spaicing between red points could be even (woosh-woosh-woosh=)) or more on the middle and less on the ends of an arch (wwwwooshhhhh-wwwwooshhhh-wwwwooshhhh...)  - it's depends on type of run you created (considering figure weight, age, sex etc to make you character) and a style of the image - let say, cartoons have no limits for experimenting, but still follows the motion arch for each moving point of it.=)

Far hand moving on a same orbit with a front one and they just  replaced each other for a viewer in extreme points. And again, arms and legs shrinks and grows - try to run it on a slower speed and you'll see what happening.=)Pay attention to the front shoulder, something realy strange happenning to it.

As for the head rotation,  here is come edits -  arching  left-right and left down/up/right down - or whatever you've meant it to move - make a path yourself=) Not nessesery to use all key frames or full rotation - as long as spacing right it could be one turn per two frames cycle.

(http://www.foolstown.com/misc/head.gif) (http://www.foolstown.com/misc/head1.gif)

Ear not in place, it almost hits the eye brow.


Title: Re: running pixel base
Post by: Stwelin on March 17, 2007, 01:54:41 pm
The pants are shaded too systematically. Get out an old pair or something and throw them on the ground and see how the folds form. (on second thought, a mirror would also suffice. ;P) Unless they are sweat pants with elastic around the ankles, they should cover the shoes a little bit, not taper inwards at the bottom. Also, there will be significant folds near the pocket areas, knee (the back of it, when bent. I see you've already added some of this) as well as the ankle.

Fool's critique covers most of the other things i noticed when looking at it.

Good luck, it's looking great.