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Messages - absenter
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1
Hi There,

I just wanted to chime in and say I'd be interested in working on your project!

I'd be mostly interested in doing enemy and character sprites and tilesets.

Here is a portfolio of my work.

(While, the examples I've shown don't show any RPG art, I can do it and I enjoy making it.)

http://www.jeremylowther.com/2017/main.html

Thanks,
Jeremy

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Pixel Art / Re: [WIP] Punk Walk Cycle
« on: February 13, 2017, 02:57:29 pm »
This is a pretty good start you have here.



So, one of the things I'm noticing is the legs are changing volume fairly drastically in spots. If you pause on frame one and two and flip between them, you'll see that the thigh switches from being larger that the calf to being smaller. There are spots through the animation that this is happening and I think it might be the main problem.



I made a quick edit trying to take care of the major stuff. I hope this helps. :)

3
Pixel Art / Re: Dinosword: Boss Animation (Critique Appreciated)
« on: February 08, 2017, 06:35:19 pm »
Made a little bit of progress with the walk cycle.


@rocifier
Thanks for the tip. It was helpful. ;)

@Free Refills
I agree with the jumping being a bit off. I'm a bit apprehensive to have any animations going into the jump would slow down the movement if you were playing as him, but I think if the animation is fast enough it won't interfere too much. Also, it might be nice to have a cue when you're fighting him that he is about to jump.

I'm most likely going to have a little screen shake/dust on the landing to give it a little more impact.

I put him in the game to see how the animations looked when he is moving around. There are still plenty of things to tweak, but I don't feel like anything is too jarring right now. But yeah, if you see anything that feels off... Please, chime in!


Opps, I left the cursor in.
Going to work more on some of the uncolored sprites.

4
Pixel Art / Re: naked bases + a skeleton
« on: February 01, 2017, 01:59:34 am »
No problem. You had so many frames choosing ones to focus on made for a pretty quick edit.

It's all coming along nicely.


5
Pixel Art / Re: naked bases + a skeleton
« on: January 31, 2017, 10:45:53 pm »
Made a quick edit of the run. You gave me a lot to work with. 18 frame run cycle! That's pretty ambitious!



The main thing is that the runner was feeling a bit weightless to me. His arms and legs were moving really smoothly but the core of him wasn't moving at all. I made his neck bear the weight of his head when his front foot makes impact with the ground and squished his body the tiniest bit. I think he feels like he has some weight/gravity now.

I made a second version with less frames to make it feel more like a run.

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Pixel Art / Re: Dinosword: Boss Animation (Critique Appreciated)
« on: January 29, 2017, 11:11:56 pm »


Made a few adjustments to the walk cycle. I feel that it's more playful and catlike that the original, which is what I was hoping for. Still going to keep tweaking things with this, while I'm making art for a menu screen.

7
Pixel Art / Re: Need help with character
« on: January 23, 2017, 03:10:54 pm »
If this character is for a game, you might consider hiring a second animator just to animate that long scarf. Just sayin'.  :lol:

8
Pixel Art / Re: Wanting to Push my Character.
« on: January 21, 2017, 05:59:19 pm »
I agree. It's a really good start, but the head feels small and arms seem a bit too long. The fingers are a bit thin underneath that glowing magic thing. The bend behind the knee on the right side seems off as well. Other than that, it looks pretty good to me.

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Pixel Art / Re: Dinosword: Boss Animation (Critique Appreciated)
« on: January 19, 2017, 05:28:57 pm »


Gave more consideration to the feet and tried to get the weight to move from the toes to the pad of the paws. Cleaned up the legs a bit.

10
Pixel Art / Re: Dinosword: Boss Animation (Critique Appreciated)
« on: January 19, 2017, 12:53:42 am »
Took a look at some cat videos and tried to apply more of a cat feel to the walk cycle. The main thing I notice is how the weight shifts on the shoulders and hips. I took a couple shots messing with how much to move the hips and ran into some areas that made my progress difficult. Trying to get that hip movement to look feline and not exaggeratedly feminine is a bit of a struggle for me. I think it's the whole walking on 2 legs instead of 4 thing? At moments, it was looking very much like a model on catwalk (which I guess makes sense?) I at least feel that I made some progress in that the movement looks far more fluid than in previous versions.



P.S. Pardon the headlessness. Just trying to capture the body movement for now.

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