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Messages - transilience
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1
Pixel Art / Re: Chest opening animation
« on: January 30, 2017, 11:58:57 pm »
i think it needs just a little after-shake at the end

2
Pixel Art / Re: Human face anatomy and light
« on: January 19, 2017, 10:53:11 pm »
first thing first is definitely anatomy.

my advice would be start bigger, use a reference and draw the outlines first.

work on the 'sketch' first, the contours, and give it a bit more interesting position and perspective. try going 3/4 view to really understand how the face shapes the front of the head

3
Pixel Art / Re: Character Refinement
« on: January 19, 2017, 10:46:34 pm »
thanks that really helped me understand it more. i guess i'm not asking myself enough about why my character is the way she is, it's mostly a mix of ideas that i had + ideas my wife had. I should spend more time talking with her about why Espy here has the design she has to come closer to the tree and work our way up.

I appreciate your well thought out points. It's hard for me to communicate exactly what I'm thinking when it comes to my work, but your perspective is helping me understand how to see my character in a more complete way.

4
Pixel Art / Re: Character Refinement
« on: January 06, 2017, 08:15:45 pm »
thanks a lot for all the pointers, I guess I posted a ton of animations in hopes more people would comment on different ones

I've been working on this character for almost a couple years now, you can check my post history, this animation was actually 2x larger previously also. the majority of that time was used on the run and it does follow a reference although it has deviated from that some
http://as-warm-as-choco.tumblr.com/post/105563795033/running-back-in-time-to-avoid-the-legend-of-korra

the base i use is the same character; the first frame of the blast for the fighting animations, the first frame of the idle for others, and a frame from the run for the jump start, etc.

I guess the reason it looks good and bad is because I'm self taught and spend time here and there working on these, most of them are only a few hours vs the run which is many many hours of iterations over and over at a larger scale and then the smaller one as well

i'll work on the animations to fix them up for more realism and consistency, although I don't understand much about how to go about portraying her character. I watched the character tree video and I can't pick up much from it, I get the mix of stereotypes + specific scenes = character, i'm not sure how to represent that in a few frames but I'll try some things.

5
Pixel Art / Character Refinement
« on: January 05, 2017, 05:55:44 pm »
Hi all,

Thanks for looking into my thread! Here you will find the animations I've been working on for my character Esperanza.

Please provide critique and criticism where you want. (I'm trying very hard to make a great character and game, I really want to take my ability to the next level, let's get there together!)
My game samples animations at 12FPS, so I've tried my best to make my animations fit this timescale.

Idle:

Walk:

Run:

Jump:

Charge:

Fighting Stance:

Punch:

Blast:

6
Pixel Art / Re: Neko Girl
« on: December 08, 2016, 06:02:14 pm »
try to play with color choice some more, santa neko seems a bit washed out.

p.s. the face on santa neko is much better, gj

7
Pixel Art / Re: running [c&c]
« on: December 06, 2016, 08:08:20 pm »
ok, I played around with the foot placement frame by frame, i think it's more fluid now, also changed the hair to something better


8
Pixel Art / Re: running [c&c]
« on: December 06, 2016, 05:57:34 pm »
thanks MM,

I've cut out a couple frames, added more forward kick, and tried to rework the hips a bit


9
Pixel Art / Re: running [c&c]
« on: December 06, 2016, 12:19:00 am »
Thanks  Mystery Meat,

I took your advice and applied it to the run:



cleaned up some details too, I like the new angle thanks for that tip! The hips are still a bit static i'll have to see if I can adjust that somehow

one thing i noticed now is the legs still don't kick forward quite enough

10
Pixel Art / running [c&c]
« on: December 01, 2016, 11:58:14 pm »
working on my character again, decided to reduce resolution by 50% to make it easier to work with, so far I'm happy with the decision because I'm able to work faster and not have to worry too much about the details

a few notes - i was once told my animation style is that of Mitsuo Iso and it's definitely something that I've embraced, I draw every frame one by one, I don't have key frames or in betweens
the biggest issue with my animation style I believe is it lacks force, I'm not sure how to fix that in most places
the details are not finished yet, i'm primarily focusing on animation smoothness right now
also, i'm self taught - i've always been artistic but never a true artist, it's taken me 3 years of intermittent work to get comfortable with where I am, so please consider that I don't know many art fundamentals or terminology





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