Pixelation

Critique => Pixel Art => Topic started by: 8bitbeard on June 17, 2011, 08:43:27 pm

Title: Very small game character
Post by: 8bitbeard on June 17, 2011, 08:43:27 pm
So I've been trying to go as small as possible with a gamecharacter for an isometric gameconcept I am currently working on.
I am also trying to keep the shape and colors of the character as minimalistic as possible.

My initial, loose inspiration for the character is this guy from Mad Max 2:
(http://surbrook.devermore.net/adaptationsmovie/madmax/gyro_captain02.jpg)

The result of my first approach was a success in terms of size and being able to make a isometric turnaround.
(http://www.pixeljoint.com/files/icons/scavenger_char_02_turnaroun.gif)

However, as I tried to animate the sprite it became apparent that this size just is too small to be animated in the way I need it.

So here is my new appproach with a slightly larger size.
This is all still very early so I am very interested in comments and feedback.
(http://u63350168@s368035382.online.de/joimages/scavenger_char_03.gif)


Title: Re: Very small game character
Post by: 8bitbeard on June 17, 2011, 08:57:50 pm
A variation with less "psychonauts-esque" arms / legs proportions.

(http://u63350168@s368035382.online.de/joimages/scavenger_char_03b.gif)
Title: Re: Very small game character
Post by: piffany on June 17, 2011, 09:09:23 pm
I also made some changes, but didn't see the previous post, so there may be some overlap between our edits.

(http://i56.tinypic.com/2aaeicp.gif)

Basically I straightened the arms, added a row to the crotch area, and changed the colours a bit to increase contrast.
Title: Re: Very small game character
Post by: 8bitbeard on June 17, 2011, 09:28:52 pm
I also made some changes, but didn't see the previous post, so there may be some overlap between our edits.

(http://i56.tinypic.com/2aaeicp.gif)

Basically I straightened the arms, added a row to the crotch area, and changed the colours a bit to increase contrast.

nice!
I really like the color of the torso, makes the jaket look more like a vest.
Also, your arms are much better, I'll thankfully take them instead of mine thicker version.
What do you think about the thicker legs? I kinda like them, but am not sure if it looks too goofy.
I'll just start with the 45° now to see how he looks in perspective.

thanks a lot!
Title: Re: Very small game character
Post by: 8bitbeard on June 17, 2011, 09:33:38 pm
here are two variants of your changes.
I decided to stick with my legs for now.
I removed one pixel on each arm to make them start thin and then get thicker towards the hands, not sure which one I like more.

Now on to the 45°

(http://u63350168@s368035382.online.de/joimages/scavenger_char_03c.gif)
Title: Re: Very small game character
Post by: piffany on June 17, 2011, 09:40:48 pm
here are two variants of your changes.
I decided to stick with my legs for now.
I removed one pixel on each arm to make them start thin and then get thicker towards the hands, not sure which one I like more.

Now on to the 45°

(http://u63350168@s368035382.online.de/joimages/scavenger_char_03c.gif)

I wanted to thicken the legs at first, but they looked bent no matter what I try. Perhaps some AA is in order.
Looking forward to seeing your 45° version.
Title: Re: Very small game character
Post by: 8bitbeard on June 17, 2011, 10:50:53 pm
Here we go.

I'm not entirely sure about the way the yellow shirt and his left arm behaves, but in general I like it.


(http://u63350168@s368035382.online.de/joimages/scavenger_03_turnaround_01.gif)

(http://u63350168@s368035382.online.de/joimages/scavenger_03_turnaround_02.gif)
Title: Re: Very small game character
Post by: 8bitbeard on June 18, 2011, 10:27:26 am
tiny update on the 45° and sideview.

(http://u63350168@s368035382.online.de/joimages/scavenger_03_turnaround_03.gif)
Title: Re: Very small game character
Post by: piffany on June 18, 2011, 07:10:23 pm
Pretty nice so far! In the third frame, I feel like the scarf should still be visible.
Title: Re: Very small game character
Post by: 8bitbeard on June 18, 2011, 07:37:47 pm
Pretty nice so far! In the third frame, I feel like the scarf should still be visible.

yeaaaah, I think I am having a little bit of a readability problem here.
It actually is not meant to be a scarf, but the shirt he wears underneath the jaket. The green thing is the scarf..

I'm currently finishing the first pass on the turnarounds and then gonna take another close look at optimizing stuff like this
Title: Re: Very small game character
Post by: 8bitbeard on June 18, 2011, 08:59:40 pm
aaaand here is the first iteration of the full turnaround, still some work to do.

(http://u63350168@s368035382.online.de/joimages/scavenger_03_turnaround_05.gif)

(http://u63350168@s368035382.online.de/joimages/scavenger_03_turnaround_05c.gif)
Title: Re: Very small game character
Post by: 8bitbeard on June 19, 2011, 10:25:16 am
another small update:

I am currently looking at 2 possible ways to do the arms -

1: Thin at the beginnig and thick towards the hands
(http://u63350168@s368035382.online.de/joimages/char_main_turnaround_arms1.gif)

2: Even thickness
(http://u63350168@s368035382.online.de/joimages/char_main_turnaround_arms2.gif)
Title: Re: Very small game character
Post by: piffany on June 19, 2011, 02:33:42 pm
I like the second one slightly more.
Title: Re: Very small game character
Post by: 8bitbeard on June 19, 2011, 10:02:50 pm
Ok, since I am kind of fine now with the turnaround I started dabbling around with animation.
Phew, this is really a tough one, up to now I usually just made small animations, but now I am trying to make a run-loop in all directions for this one.
This is what I am currently at:
(http://u63350168@s368035382.online.de/joimages/char_main_run_01.gif)

I'd be VERY thankful for any kind of advice of ressource links on animation for isometric sprites.

Heres a side-by-side to better see whats going on. Something is really weird with the last and first frame.
(http://u63350168@s368035382.online.de/joimages/char_main_run_01b.gif)
Title: Re: Very small game character
Post by: piffany on June 19, 2011, 11:00:00 pm
It looks like he's limping because in the jump cycle, he pushes off the ground with the right leg (left leg in the air), then as soon as he lands, he does this again. Also, in the first and last frame, seems like he's on the ground for both, yet, he's a bit lower in the last frame.

I dunno much about animation, so just throwing suggestions out there :)
Title: Re: Very small game character
Post by: thedaemon on June 20, 2011, 01:57:53 am
I'd start with the side view first if I were you. Here's a good reference image. Search for run cycle.
(http://vis.berkeley.edu/courses/cs294-10-fa07/wiki/images/b/b3/Good.jpg)
Title: Re: Very small game character
Post by: 8bitbeard on June 20, 2011, 09:49:57 pm
Needed a break from animation today and did the aimed turnaround for some kind of pistol.
(http://u63350168@s368035382.online.de/joimages/char_main_aimturn_01.gif)
Title: Re: Very small game character
Post by: 8bitbeard on June 21, 2011, 08:25:10 pm
While animating I realized that the upper body of my little character is kinda long compared to his legs.
This might partially due to the fact that the jacket covers some of the hip area (you can see this only in the front frame) but still I felt I needed to try to cut his upper body by one pixel.
Now I really cannot decide which one works better, I'm thankful for any input.

Original:
(http://u63350168@s368035382.online.de/joimages/char_main_turnaround.gif)

Modified shorter torso:
(http://u63350168@s368035382.online.de/joimages/char_main_short_turnaround.gif)

Title: Re: Very small game character
Post by: 8bitbeard on June 21, 2011, 08:42:41 pm
aaaaand the first version of his aimed walkloop.

Not really sure what to think about it yet, basically I'm just happy it doesnt look like shit.
Once I'm over this initial euphoria I'll eventually want to infuse more personality into the walk and make him look less like the terminator. But maybe that comes also from not animating the arms (which I definately want to do). Opinions?

(http://u63350168@s368035382.online.de/joimages/char_main_walk03_test.gif)

Title: Re: Very small game character
Post by: piffany on June 21, 2011, 08:57:08 pm
Take a look at this walk cycle:

(http://cyberdog.wikispaces.com/file/view/WalkCycle_Side.jpg/30505746/WalkCycle_Side.jpg)

When you take a step forward, the front leg bends BUT straightens before it makes contact with the ground. I don't think your dude's front leg straightens (hard to tell with an animation though), which makes him seem like he's taking very wide strides instead of walking more effortlessly.

It's really coming along well!
Title: Re: Very small game character
Post by: 8bitbeard on June 21, 2011, 09:07:45 pm
funny, actually that is exactly the picture I used as a reference :-)

Here are the individual frames to better see whats going on:

(http://u63350168@s368035382.online.de/joimages/char_main_walk04_frames.gif)
Title: Re: Very small game character
Post by: lilwing on June 21, 2011, 11:39:15 pm
Where's the carpet python in your work?
Title: Re: Very small game character
Post by: HughSpectrum on June 21, 2011, 11:49:30 pm
I really like the way he walks now with the gun pointed out.  The stride gives him some character, and it doesn't look wrong.
Title: Re: Very small game character
Post by: timeatscookies on June 22, 2011, 01:11:46 am
While animating I realized that the upper body of my little character is kinda long compared to his legs.
This might partially due to the fact that the jacket covers some of the hip area (you can see this only in the front frame) but still I felt I needed to try to cut his upper body by one pixel.
Now I really cannot decide which one works better, I'm thankful for any input.

Original:
(http://u63350168@s368035382.online.de/joimages/char_main_turnaround.gif)

Modified shorter torso:
(http://u63350168@s368035382.online.de/joimages/char_main_short_turnaround.gif)



I honestly like the shorter torso version better. I think it looks a tiny bit more accurate anatomy-wise.

In the aim walk animation I think his arm should be kept at a level maybe, because he is pointing a gun to shoot at something. Think of a modern tank where the cannon's barrel movement is relatively independent of the tank's up and down movement. You wouldn't want your arm bouncing around while keeping your eye down the sights of your pistol. But then again, he's aiming from the hip, so it might not be kept as level compared to aiming with the pistol aligned with the eye. Which btw, it might look nice if he did aim with it like that.

You're definitely doing a great job animating such tiny sprites lol. I don't think I could do that. Looking forward to mo' sprites!
Title: Re: Very small game character
Post by: 8bitbeard on June 22, 2011, 07:08:05 am
While animating I realized that the upper body of my little character is kinda long compared to his legs.
This might partially due to the fact that the jacket covers some of the hip area (you can see this only in the front frame) but still I felt I needed to try to cut his upper body by one pixel.
Now I really cannot decide which one works better, I'm thankful for any input.

Original:
(http://u63350168@s368035382.online.de/joimages/char_main_turnaround.gif)

Modified shorter torso:
(http://u63350168@s368035382.online.de/joimages/char_main_short_turnaround.gif)



I honestly like the shorter torso version better. I think it looks a tiny bit more accurate anatomy-wise.

In the aim walk animation I think his arm should be kept at a level maybe, because he is pointing a gun to shoot at something. Think of a modern tank where the cannon's barrel movement is relatively independent of the tank's up and down movement. You wouldn't want your arm bouncing around while keeping your eye down the sights of your pistol. But then again, he's aiming from the hip, so it might not be kept as level compared to aiming with the pistol aligned with the eye. Which btw, it might look nice if he did aim with it like that.

You're definitely doing a great job animating such tiny sprites lol. I don't think I could do that. Looking forward to mo' sprites!

Damn. I kinda already settled with the longer torso version - I feel the short torso, while anatomically more correct, makes him look like a kid. Also the intial spark for my doubt, the walking animation, works just fine in a way that when he starts walking, his upper body shortens since he leans forwards a bit. Now I am in doubt again, so thanks for that  ;)

Concerning the "shooting from the hip" I tend to agree. I also kinda dislike how this looks like (like a noob shooting a gun) and I'll probably revisit these frames and raise his arm up a bit.
Title: Re: Very small game character
Post by: 8bitbeard on June 22, 2011, 08:42:00 am
Where's the carpet python in your work?

totally don't get that one..... ?  ???
Title: Re: Very small game character
Post by: yrizoud on June 22, 2011, 09:21:19 am
The snake from your ref picture, I guess :)
IMO the long torso is fine, it goes very well with the jacket. What really matters is that the leg stay consistent for all animations.
Title: Re: Very small game character
Post by: 8bitbeard on June 22, 2011, 09:23:00 am
The snake from your ref picture, I guess :)
IMO the long torso is fine, it goes very well with the jacket. What really matters is that the leg stay consistent for all animations.

Aaaaahhhhh!  :D

Do you feel the legs are not consistent? Can you point out any inconsistencies?
Title: Re: Very small game character
Post by: yrizoud on June 22, 2011, 03:25:20 pm
Oh no I didn't see anything wrong so far. Pixellisation involves approximation anyway, and takes into account the volume of saggy clothes etc. The proportions of thighs and knees (vs the rest) are only really apparent when the character bends his legs sharply, anyway. There was recently a thread where a girl's body (vertical) proportions were discussed, and it made me realize that tall people don't have long legs, compared to their overall height.
Title: Re: Very small game character
Post by: timeatscookies on June 22, 2011, 03:58:13 pm
The longer torso version totally works also. I just slightly preferred the shorter one, but I see what you mean about making him look like a kid. To me, both versions are completely acceptable and I was just nit-picking. And sorry to return any doubt to you about the animation :P. I don't want to discourage you in any way, because your work thus far is looking great.

About the way he's holding the gun; I think as long as he isn't prepared to take steady aim to really shoot something, he's alright with walking with it from the hip. However, in my opinion, if he were to walk with it at the hip I would expect his arm to be a bit lower with his upper arm almost straight and the lower arm bent at about 90 degrees (like an L shape). I think that's just because of the way I interpret this character. That could just be me; it may look funky if you actually tried that.

Oh, and if you do decide to make him take aim in a more proper manner (IE: both hands on the grip with the pistola centered in front of the dominant eye) you might could use this as a reference. Just thought it might help ;). Keep it up dude, it's going great!
(http://t3.gstatic.com/images?q=tbn:ANd9GcQYCLhlWsekTeyl6BQAm33nOxuiwHDKUd_mltM5t950tKXXcw0O&t=1)

Title: Re: Very small game character
Post by: 8bitbeard on June 22, 2011, 05:49:43 pm
thanks, thanks and thanks again for the kind words and tips.

I'll definately look into the pose tonight and make some final tweaks on the animation.
Rented this book: www.theanimatorssurvivalkit.com
from a friend for this weekend, guess that will help me a lot nailing down this anims.
Title: Re: Very small game character
Post by: 8bitbeard on June 22, 2011, 07:31:13 pm
Updated the walkloop, and now I am much more happy with it. I have made the leg movement a bit less extreme and he is not lifting his feet that much off the ground anymore. To help focus on the legs I have removed the arms from this animation. Now I will add the arm movement to it, then, when I am happy with this I will add the pistol.

[Edit] added a variaton of the walk with less bouniness. The scaling option of this forum is the easiest way for me to compare it, so I'll just throw it into the mix

(http://u63350168@s368035382.online.de/joimages/char_main_walk05.gif) (http://u63350168@s368035382.online.de/joimages/char_main_walk06.gif)
Title: Re: Very small game character
Post by: 8bitbeard on June 22, 2011, 09:13:58 pm
Ok, this begins to be serious fun.
I have added the first version of the arms movement, and am already very happy with this state.
I'll leave it for now and wait if I see anything tomorrow that bugs me about it, and then iterate again if I feel like it.

Now back to those pistol poses....

(http://u63350168@s368035382.online.de/joimages/char_main_walk07.gif)
Title: Re: Very small game character
Post by: piffany on June 22, 2011, 10:18:39 pm
(http://u63350168@s368035382.online.de/joimages/char_main_walk07.gif)

he's walking like he owns the street!  ;D you totally nailed the personality!
Title: Re: Very small game character
Post by: 8bitbeard on June 23, 2011, 06:26:42 am
and here comes a small update for the pistol poses.

I - Original version (didnt like the "shooting from the hip" thing too much)
II - Raised arm
III - Exaggerated the pose a bit more

(http://u63350168@s368035382.online.de/joimages/char_main_pistol_poses.gif)

(http://u63350168@s368035382.online.de/joimages/char_main_pistol_poses_anim.gif)

I'm kinda torn between the two new ones, I guess I'll have to do turnarounds for both to really see which one works best.
Opinions?
Title: Re: Very small game character
Post by: Malenko on June 23, 2011, 12:52:07 pm
I like the "exaggerated" one better. It looks better and more natural to not have your legs together when shooting.
Title: Re: Very small game character
Post by: StaticSails on June 23, 2011, 01:18:20 pm
I like the "exaggerated" one better. It looks better and more natural to not have your legs together when shooting.
Agreed, also when shooting you put your weight on your back foot. Knee bends are missing in most of these I think.
Title: Re: Very small game character
Post by: 8bitbeard on June 23, 2011, 01:24:36 pm
Thanks for your input. I am also leaning towards the version III.
Yeah, the knees are really hard to get right with this resolution, but I am quite happy how they look in III
Title: Re: Very small game character
Post by: Malenko on June 23, 2011, 01:36:33 pm
I wouldn't worry too much about bending knees, maybe if this was a higher resolution.

I wanna see pixel smoke when he shoots! =)
Title: Re: Very small game character
Post by: 8bitbeard on June 23, 2011, 01:50:17 pm
I wouldn't worry too much about bending knees, maybe if this was a higher resolution.

I wanna see pixel smoke when he shoots! =)

Hell yeah, I am also looking forward to the animation for shooting and especially the effects of the tracer and the smoke coming from the gun.
But before that I really need to finish those remaining 7 directions of the walk loop  ::)

On a sidenote - In case anyone wonders about the context this character will be put in, it's going to be really close to Shadowrun on the SNES (still one of my favourite games)
(http://i304.photobucket.com/albums/nn195/dosboot1/LP2_1club.png)
Title: Re: Very small game character
Post by: timeatscookies on June 23, 2011, 03:27:09 pm
The third version is killer! It really establishes his intent to shoot the pistol! The walking animation really has a characterized stride, as others have already said. The way he holds the gun now looks so much more natural. The force from the feedback would now be through his arm straightened and not a weak bend. This is really just beast! I can't wait to see all 8 directions animated.

The look of Shadowrun is fantastic. I can't believe I've never seen the game before. I think in that sort of environment this character will flourish. By the way, does he have a name? :P
Title: Re: Very small game character
Post by: 8bitbeard on June 23, 2011, 04:29:30 pm
The third version is killer! It really establishes his intent to shoot the pistol! The walking animation really has a characterized stride, as others have already said. The way he holds the gun now looks so much more natural. The force from the feedback would now be through his arm straightened and not a weak bend. This is really just beast! I can't wait to see all 8 directions animated.

The look of Shadowrun is fantastic. I can't believe I've never seen the game before. I think in that sort of environment this character will flourish. By the way, does he have a name? :P

Thanks a lot, glad ou like the stuff.
I'll definately go for III as I said before, even though this means I'll probably have to add a transition from the stand idle pose into that shooting pose for all 8 directions, but that should not be too much of an issue. And yes, I really cannot wait to animate the shooting feedback, even though it will be super small movement it'll really be worth the effort.

Shadowrun is really awesome and considered abdandonware by now, so you should have no problem finding a download of the ROM to run on the SNES emulator of your choice. Play it!

And no, he has no name yet  ::)
Title: Re: Very small game character
Post by: 8bitbeard on June 23, 2011, 10:46:42 pm
too tired to write.

WIP

(http://u63350168@www.vikingleif.com/joimages/char_pistol_exag_01.gif)
Title: Re: Very small game character
Post by: Malenko on June 24, 2011, 06:58:09 pm
it looks really good.  :y:
Title: Re: Very small game character
Post by: 8bitbeard on June 25, 2011, 07:56:11 pm
and here it is, the turnaround for the new pistol aiming pose.

(http://u63350168@www.vikingleif.com/joimages/char_pistol_exag_02.gif)

and a small "draw" animation test


(http://u63350168@www.vikingleif.com/joimages/char_pistol_exag_02b.gif)
Title: Re: Very small game character
Post by: 8bitbeard on July 06, 2011, 06:18:04 am
Here we go again, 1st vacation finished.
I have worked on the next walk loop, for the 45? to the right, from front. (phew)

I only loosely used the right aligned animation as a refference, mostly for timing and where the joints in general should be, basically I put every pixel of the legs and arms from scratch.
As you might see in the 45? version I did not shrink his upper body by 1 pixel as I did for the right aligned. Im not really sure what to make of it, but it felt wrong to shorten him on the 45?, but still he somewhat seems too streched in certain frames on the right aligned when I keep his original torso height. I'll sort that out later (however, opinions are as usual greatly appreciated).
On think I'll be definately tweaking some more are the arm swings, they still can improve a litte (even though minor in pixelcount and animation work they are super important to the general mood of the animation)

So here it is, with the right aligned next to it for comparison.
(http://u63350168@s368035382.online.de/joimages/char_main_walk09.gif) (http://u63350168@s368035382.online.de/joimages/char_main_walk07.gif)