Pixelation

Critique => Pixel Art => Topic started by: willfaulds on February 08, 2007, 09:25:48 am

Title: Naked man character & WIP mockup
Post by: willfaulds on February 08, 2007, 09:25:48 am
FINALS

(http://willfaulds.com/pixel-arts/CharacterSheet.gif) 8 Frames

(http://www.willfaulds.com/pixel-arts/willv6.gif) --> (http://www.willfaulds.com/pixel-arts/willv8.gif)

& (http://www.willfaulds.com/pixel-arts/old_new.gif)

Update 02/03/07
(http://www.willfaulds.com/pixel-arts/walk-ortho6.gif) -> (http://www.willfaulds.com/pixel-arts/walk_front_87.gif) 8 Frames
(http://www.willfaulds.com/pixel-arts/run6.gif) -> (http://www.willfaulds.com/pixel-arts/Naruto-Run_8b02.gif) 4 Frames
(http://www.willfaulds.com/pixel-arts/will_sneak3.gif)  -> (http://www.willfaulds.com/pixel-arts/Will_Sneak4.gif) sneaky? (rough arms) 20 Frames


WIP;

(http://www.willfaulds.com/pixel-arts/mockup.gif) should be (http://www.willfaulds.com/pixel-arts/wall_1.gif) 0r (http://www.willfaulds.com/pixel-arts/wall_2.gif) ?
(Best viewed at 200%)
Title: Re: Small scale character - design and palette crit
Post by: and2 on February 08, 2007, 11:19:19 am
i am liking this, looks nice imo. Except there is a white pixel on his knee which bugs me.
Title: Re: Small scale character - design and palette crit
Post by: willfaulds on February 08, 2007, 11:35:38 am
and2 it had definitely been that knee that was annoying me but i thought id been looking for too long and i hadn't even considered removing the white pixel, perhaps trying to stick to a formula or something...  posted a new version above which does look smoother. thanks
Title: Re: Small scale character - design and palette crit
Post by: Grindie on February 08, 2007, 07:30:33 pm
I love how smooth the animation is. The only issue I had with it was the white pixel, but you've fixed that, so... perfect.
Title: Re: Small scale character - design and palette crit
Post by: That One Guy on February 08, 2007, 09:21:57 pm
Is he ever going to get clothes, or is he just going to wander around in the nude?

Just wondering.
Title: Re: Small scale character - design and palette crit
Post by: willfaulds on February 16, 2007, 12:43:38 pm
Nudity for the majority.  The character can assume persona's by donning the relevant clothes.  Added a front walking animation...
Title: Re: Small scale character - design and palette crit
Post by: Skull on February 16, 2007, 12:53:10 pm
I think the hair is great, but maybe you're needing another colour in there for the skin, to get some more detail.
Title: Re: Small scale character - design and palette crit
Post by: willfaulds on February 17, 2007, 04:36:31 pm
Improvement?

(http://www.willfaulds.com/pixel-arts/willv6.gif) --> (http://www.willfaulds.com/pixel-arts/willv7.gif)
Title: Re: Small scale character - design and palette crit
Post by: dragonrc on February 17, 2007, 05:35:02 pm
In the front walking animation, I think the arms should move.
It looks great, especially the hair :y:
Title: Re: Small scale character - design and palette crit
Post by: pixelsforhire on February 17, 2007, 08:54:30 pm
Improvement?

(http://www.willfaulds.com/pixel-arts/willv6.gif) --> (http://www.willfaulds.com/pixel-arts/willv7.gif)
I think that's a bit too dark. He looks like one of those starving African children with his sides all sunken in and his ribcage showing. The face looks better, though. Maybe just ease up on the chest area.
Title: Re: Small scale character - design and palette crit
Post by: willfaulds on February 17, 2007, 11:11:21 pm
pixelsforhire i will look into playing with the darker shade but i am quite happy with it.

dragonrc - that is on the list for when i've decided on the character design - front walk is missing hair bob too.

newest = (http://www.willfaulds.com/pixel-arts/willv8.gif)
Title: Re: Small scale character - design and palette crit
Post by: willfaulds on February 20, 2007, 12:18:48 pm
updated in first post = a finished front view and walk cycle.
Title: Re: Small scale character - design and palette crit
Post by: willfaulds on February 24, 2007, 10:32:11 pm
WIP;

(http://www.willfaulds.com/pixel-arts/mockup.gif)
(Best viewed at 200%)

Early days yet but any thoughts?
Title: Re: Naked man character & WIP mockup
Post by: ndchristie on February 24, 2007, 10:48:27 pm
it's very noisy, which is a mistake i also often make with backgrounds.  i would say to cut the dither on most of it in favor of broad color fields broken up by detailed areas with just enough texture to not appear plastic.  these chosen areas should provide the eye with an Impression of rough stonework, without making the bg too busy.  Might not be your style, but perhaps worth a try.
Title: Re: Naked man character & WIP mockup
Post by: willfaulds on February 26, 2007, 07:10:46 pm
Thanks Adarias working on a new version using more solid colours not sure which one i like best yet but will post both here to see what people think.

For now another character addition.

(http://www.willfaulds.com/pixel-arts/new_badger.gif)

As always best viewed at 200%
Title: Re: Naked man character & WIP mockup
Post by: nepheus on February 27, 2007, 02:59:56 am
Hi will, how are you?

I have been watching your progress with this piece and had an idea when I read The One Guy's post: you could put one of those black rectangles censuring his parts when he is naked and add a "standing" animation where he "adjusts" the rectangle, kind of like when you have big pants and need to take them up all the time because they keep falling. I think it would be hilarious ;D

Good things.
Title: Re: Naked man character & WIP mockup
Post by: willfaulds on February 27, 2007, 12:22:00 pm
2 wall edits (one thanks to adarias' input)

(http://www.willfaulds.com/pixel-arts/wall_1.gif) & (http://www.willfaulds.com/pixel-arts/wall_2.gif)

And thankyou Adarias because i think the smoother one is much better anyone disagree?

And nepheus: very well thanks, you?  I really like the idea.  Unfortunately it doesn't quite fit with the concept but I might find an area i can implement that in anyway.
Title: Re: Naked man character & WIP mockup
Post by: philipptr on February 27, 2007, 02:56:05 pm
I love the new wall.. looks a bit metal-slug-like. only thing I don't really like is the upper left corner which still looks too busy, but other than that its great :)
Title: Re: Naked man character & WIP mockup
Post by: willfaulds on February 27, 2007, 03:22:29 pm
philipptr = Thanks, if I can manage a game with near metal slug quality ill be very happy!  Top left i think suffered from my not wanting to commit to a definite lighting solution will work on it.

New update = (http://www.willfaulds.com/pixel-arts/walk-ortho6.gif) -> (http://www.willfaulds.com/pixel-arts/walk_front_85.gif)
Title: Re: Naked man character & WIP mockup
Post by: ndchristie on February 27, 2007, 09:46:17 pm
i think the righthand version is a significant improvement :P

and im digging your badger
Title: Re: Naked man character & WIP mockup
Post by: willfaulds on March 02, 2007, 09:38:02 am
adarias thanks for the compliment - i'm going to attempt to give him a badger skull necklace and voodoo bracelets soon.

update (http://www.willfaulds.com/pixel-arts/will_sneak3.gif) sneaky?

and new front walk in 1st post
Title: Re: Naked man character & WIP mockup
Post by: Ryona on March 03, 2007, 03:32:00 am
I love the dynamic swinging in the front walking view. lol. It's a nice touch.

Great stuff in general. Very nice, smooth animations.  :y:
Title: Re: Naked man character & WIP mockup
Post by: terminal_arcade on March 04, 2007, 01:34:01 am
I'm totally digging this guy's hair and general stance. This is a personality goldmine in such a tiny sprite.

The perspective on the overhead beams is problematic. One is more foreshortened than the other. Would you actually be dynamically making them foreshorten to follow the camera? Even if you did, the foreshortening isn't accompanied by full perspective of the beam appearing larger when near and smaller when far away. If you want to avoid a whole mess of complication, make them all static and the same.

Even for rooms where the camera doesn't move, using perspective techniques would ruin consistency with the game. I suggest you scrap those beams.

Also, is the floor wood? If so, I'd make the boards more distinct.
Title: Re: Naked man character & WIP mockup
Post by: willfaulds on March 05, 2007, 10:36:36 am
Ryona: thanks. i'm glad the dynamic swing is visible! haha

terminal_arcade: thanks for the critique on the mockup - the beams are certainly problematic - I'm attempting to use a naive vanishing point within this room (where games alter vanishing points but because a player can't see the whole background at once its not noticeable) but it may not be possible. Expect an update on the mockup some time this week - i much prefer character work.

2 updates: (see first post for comparison)

(http://www.willfaulds.com/pixel-arts/Will_Sneak4.gif)

(http://www.willfaulds.com/pixel-arts/Naruto-Run_8b02.gif)
Title: Re: Naked man character & WIP mockup
Post by: willfaulds on March 15, 2007, 10:58:10 am
I've started a fresh on the background and realised just how out of touch I am with BGs...

another animation WIP - [EDIT] its mirrored so shading and hair are off - otherwise looking ok?

(http://www.willfaulds.com/pixel-arts/sideview8b02.gif)

another addition

(http://www.willfaulds.com/pixel-arts/intro_jump5.gif)
Title: Re: Naked man character & WIP mockup
Post by: Fool on March 15, 2007, 11:37:58 am
Nice character so far.=)

I think it might be better if you get rid of the gap between his legs  in front walk animation.