Pixelation

Critique => Pixel Art => Topic started by: Soup on February 11, 2007, 12:16:31 am

Title: My first try at animation
Post by: Soup on February 11, 2007, 12:16:31 am
Don't go easy on my. Supposed to be breathing. Since when snails breath they expand thier whole body.
Update
(http://i146.photobucket.com/albums/r257/SoupyEyeballs/SoupFight_Idle-3.gif)
Old:
(http://i146.photobucket.com/albums/r257/SoupyEyeballs/SoupFight_Idle-1.gif)
(http://i146.photobucket.com/albums/r257/SoupyEyeballs/SoupFight_Idle.gif)
Title: Re: My first try at animation
Post by: robotriot on February 11, 2007, 12:22:26 am
I'd personally only animate the belly, since it looks weird with only one eye moving. Also, this needs timing adjustments (it's way too fast), why don't you check out this thread for an excellent breathing animation reference: http://www.wayofthepixel.net/pixelation/index.php?topic=3187.0
Title: Re: My first try at animation
Post by: Akira on February 11, 2007, 12:35:10 am
i would move his head upwards as if he was inhaling deeply. its a comical character so it should breathe comically. also i believe snails don't inhale at all but thats not actually that important as snails also don't have mustaches :P
Title: Re: My first try at animation
Post by: Fizz on February 11, 2007, 02:44:20 am
The breathing should also move a lot slower, unless he's panting...
Title: Re: My first try at animation
Post by: Grindie on February 11, 2007, 02:21:46 pm
Maybe you could try moving the mustache as well. Maybe have it move up and down? I bet it would look cool.
Title: Re: My first try at animation
Post by: eck on February 11, 2007, 05:40:04 pm
crits:

-this needs to be slowed down
-there needs to be less movement of his torso.
-there needs to be some movement towards where his shoulder would be
-the head should bob up and down a bit.


then again, I'm not an expert on snail anatomy.

lastly, he needs goo.  everything needs goo :crazy: :crazy:
Title: Re: My first try at animation
Post by: Soup on February 12, 2007, 11:04:47 pm
(http://i146.photobucket.com/albums/r257/SoupyEyeballs/SoupIdle_Finished.gif)
So I shaded it. Crits?
Title: Re: My first try at animation
Post by: eck on February 13, 2007, 01:59:07 am
crits:

-this needs to be slowed down
-there needs to be less movement of his torso.
-there needs to be some movement towards where his shoulder would be
-the head should bob up and down a bit.


then again, I'm not an expert on snail anatomy.

lastly, he needs goo.  everything needs goo :crazy: :crazy:

also, his hat is to big.
Title: Re: My first try at animation
Post by: Amon on February 13, 2007, 05:03:52 am
Too big for what?  Use your imagination.  ;D

Even shaded it looks too plain.  Also, in the animation, his front side moves, but the rest of his body remains static, which makes everything look funny.  Maybe when he breathes in, his head should slightly tilt backward?
Title: Re: My first try at animation
Post by: Soup on February 13, 2007, 11:27:15 am
Too big for what?  Use your imagination.  ;D

Even shaded it looks too plain.  Also, in the animation, his front side moves, but the rest of his body remains static, which makes everything look funny.  Maybe when he breathes in, his head should slightly tilt backward?
Will do.
Title: Re: My first try at animation
Post by: AdamAtomic on February 13, 2007, 07:35:46 pm
I think this is probably the 5th or 6th thread you've started (all with < 10 posts) with practically the same character in it, and you have yet to address the absolute most basic elements of lighting and shading in a remotely serious way.  His hat is lit directly from the top, while his body is lit more or less from the front.  You've also got round lighting/shading contours inside a hard-edged, rectangular shape.  Again.  You just keep making the same thing over and over with no improvement or even any attempts to actually remedy any of the problems on a piece when you do get crits.  You just start a new thread with a "new" character that has all the same problems.

Start smaller, and first and foremost study light and volume and form.  Shade something in a way that makes ANY kind of sense - start simple.  Do a cube, and a sphere - use real life and photos to see how light affects these different forms, and try to replicate it in your artwork.  Shadows exist SOLELY to communicate form and volume to the viewer - they are not there out of obligation, or some weird arbitrary art requirement.  They are INFORMATION, and should be treated as such.

Again, I'm not trying to crap on you here, it just annoys me to no end to see someone "looking for crits" and then not doing a damn thing about them.  I used to think that doing things my way was always better, heck after all I was a better artist than my classmates right?  WWRROONNGG.  The most important lesson you need to learn as an artist is that you suck.  I suck!  It was only when I realized that I was F-ing awful at my favorite hobby that I began to improve.  That is what I mean when I say you should take this seriously.  Until you really understand that you're bad at art (as are most of us), you will continue to ignore all the amazing resources that the internet has put at your disposal.  For example:

http://www.itchstudios.com/psg/art_tut.htm

Read it and take it to heart - read it every day for a month if you have to.  A plainer and better introduction to shading, form and lighting has never been written (as far as i know anyways).  For the love of art and this forum, please please please do more than like 10 minutes work on any one of your pieces before starting a new thread, and asking for feedback that you are going to ignore, even if you're ignoring it on accident.  And when people do leave you feedback, do not just abandon your art!  FIX IT.  Make it good!!  You can, you just haven't.