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Job offers / Re: [PAID] Cutscene graphics for our 240×160 GBA-like game
« on: March 07, 2019, 09:30:53 pm »
PM sent. Thanks for reaching out. :-)
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Shadows are very light, which is necessitating the heavy outlines. Try darkening your shadows and shading (particularly everything above the waist) more in accordance to a light source. Just ask, "where is the lightsource?"How does it necessitate the heavy outlines? Also, do you mean that I should selectively color the outlines in accordance to a lightsource?
Arms are suffering from noodle syndrome. Look for some basic anatomy reference and structure the arm around the shoulder, elbow, wrist and hand.Could you elaborate on this?
With the walking animation, avoid animating only sections of a figure at a time. Animate the entire figure, no detail is really required. Work from keyframe to keyframe (see this).Well, it's necessary as the character's limbs are going to be independent of each other in-game, but it's still possible to animate the character in its entirety. I'm actually not completely done with the walking animation - I've only finished the legs so far. Perhaps I should've mentioned this.
The character's stance is terribly rigid and back-footed, particularly when walking. Consider the the angle of the spine (primary support structure). The way you have the head back means the spine is being curved back slightly, which drastically shifts the figure's balance. I think if you shifted the head to the right one or two pixels.This is true, but I did try to move the head forward before and it looked very strange. Even by one pixel it looked off. Do you have any other suggestions?