Pixelation

Critique => Pixel Art => Topic started by: Rosier on December 10, 2016, 08:53:28 am

Title: Walk Cycle
Post by: Rosier on December 10, 2016, 08:53:28 am
(http://i.imgur.com/LRnExv8.gif)

It's adapted from a rotoscope, but I've been wanting to do a forward facing walk for a while.  The hair and face look a bit too animated, but I feel that I'm in the right direction with it.  Otherwise, I may have put the breasts a bit too low and the waist is a tiny bit choppy, but that'd be fixed if I work on the legs.
Title: Re: Walk Cycle
Post by: MysteryMeat on December 10, 2016, 11:43:14 am
I'd say finish the sprite rough before coming for critique, there's stuff I can say here but until I see the hips and legs I'm not sure how valid it would all be.
Her arms seem somewhat long here, for example, but I don't know if that's because the legs are out of shot or just because the shirt terminates earlier than you'd expect, you know?
Title: Re: Walk Cycle
Post by: Rosier on December 11, 2016, 12:54:18 am
(http://i.imgur.com/GNeMJdY.gif)

Maybe needs a bit of cleaning up and potentially lengthening, but I think it looks at least passable for a first attempt.  The arms look a bit too long now, but I've never been good at anatomy.

Title: Re: Walk Cycle
Post by: Maxcreed on December 11, 2016, 02:56:57 am
Looks good but please dont make shorter the arms, they are good just the way they are. I just think it haves too much motion on the belly and it needs more motion on the shoulder. Besides that its great
Title: Re: Walk Cycle
Post by: Rosier on December 12, 2016, 04:14:25 am
(http://i.imgur.com/lFNHSXe.gif)

Played with the shoulders, slimmed the legs down a bit, and swapped out the extra arm length for hands.
Title: Re: Walk Cycle
Post by: pistachio on December 12, 2016, 11:27:22 am
Sup!
Breaking out of your comfort zone yet :mean:

No, in all seriousness it's a good start, just extremely unpolished, so here's the opportunity to smooth the spacing/timing of volumes and kill the rotoscoped look. Only specific thing I can point to ATM is that the leg movement is choppy before and at the contact frame, that's one reason the legs are sliding around a bit. Also, bit bigger hands.

Thinking of it as a side view walk clears up a lot of things, because a side view silhouette reads more. Generally you're just gonna want to revise the timing and the shading with that in mind, helps make the leap to other views.

A few more references to help you out: 1 (https://i.imgur.com/OzdLOOi.jpg) 2 (http://www.animatorisland.com/secret-of-animation-walks-simplified/) 3(video) (https://www.youtube.com/watch?v=G8Veye-N0A4)

3rd looks like the most helpful here.