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Messages - stevenblanc
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Pixel Art / Re: A Matter of Perspective...
« on: March 16, 2015, 01:17:16 am »
You need to add in one or two frames when the lighter portion reaches the bottom the angle would cause it to appear to shrink, as opposed to disappearing completely as it currently does. The same is true when it reappears on the top.

Technically with lighting though the light portion should be identically coloured when its in the center position as well.

Finally I think your proportions are a little off as the diminishing portion of the cube should never be taller than the cube at full front face. It should appear shorter.

« on: March 12, 2015, 12:44:37 pm »
As highly entertaining as this was and interesting a concept as it is; I still think you have entirely too much time on your hand! :)

Mad props though.

Pixel Art / Re: Fire Emblem
« on: March 11, 2015, 10:25:08 am »
Hey Vagrant,

Loving your work so far, particularly the battle background and HUD. One thing I would say about the HUD though. While I prefer your revamped HUD to the original I can't help but feel like it loses some of the traditional red/blue definitions of the versus battle.

I wouldn't necessarily recommend changing the colours to red/blue but I would look at finding a way to differentiate the two sides from one another. A perhaps lighten the brown and throw in a complementing forest green? The two side can be built from separate palettes, yes?


Pixel Art / Re: Barbarian Idle Breathing Animation [C + C Welcome]
« on: March 10, 2015, 01:03:58 am »
Alright so here we go.

V2: This is just a colour and timing edit of Iceaxe's wonderful edit to reduce the overall palette to 32 colours. I also balanced these 32 colours across the running and standing animations.

V3: I brought down the shoulders slightly and blended the edge into the hair a bit. I also adjusted the arms so that they elbow to hand hung lower on the breath. After breathing in and out for a bit I realised that even if my chest rises and draws my shoulder up that my forearm basically stays in the same place. I found that the V2 shoulders and arms seemed to expand too much with the breath so I thinned the upper arm a bit to match the original arm.

V4: I brought the forearm back up so that it was not only more bent but pulled back up slightly.

Side by side:
  V2 / V3 / V4

To be fair I can see the difference at 200% zoom but its not all that significant at 1x. Thoughts?

Pixel Art / Re: Request for advice on WIP Sprite Animation.
« on: March 07, 2015, 10:02:32 pm »
Before I attempt to offer any advice on the animation; what is the action that mario is supposed to be performing?

Also at that resolution I'd reduce the size of the nose and add in the White space for the M on his cap and include the defining end lines for the shoulder straps and the buttons that keep them in place.

Is he doing Zumba lunges by chance?

Pixel Art / Re: Barbarian Idle Breathing Animation [C + C Welcome]
« on: March 07, 2015, 01:05:55 pm »
You guys are incredibly awesome!

Alex: your motion is much smoother and I love how you made the pixels transition properly. I was finding it difficult to get in between frames that made sense when playing with so few pixels. With regard to the palette: Did you just do a colour swap or did you recolour with intention? I haven't had a chance to analyze frame by frame yet. I really have to look into creating fixed palettes in photoshop; that's always been my downfall when it comes to colouring!

Iceaxe: also incredible. Your breathing pattern seems the most natural to me but I find the chest expansion at the highest point of the breath huge compared to the resting chest size. I'm going to study your pattern and see if I can reduce the colours as Alex did and then see if I can use your guidelines but end with a slightly smaller overall chest size. I suppose this will require a bit of playing with the subpixeling.

I'll be out of the house most of today but I'll post an update by tomorrow evening for you guys to take a look at!

Thanks again all of you for the help; it's incredible how different each person's perspective can influence the same sprite.

Pixel Art / Re: Barbarian Idle Breathing Animation [C + C Welcome]
« on: March 06, 2015, 01:03:52 pm »

Thanks for the feedback, I tried my hand at subpixeling around the chest but you are right, its not enough movement to look natural.

Based on your comments I made the following changes:
- Added in a stomach swell frame. I added it following the chest after doing some yoga breathing. It seems the chest expands before the belly starts to push out.
- Adjusted frame delays so that the breath and static periods are roughly the same. At this pace though, I'm not sure if I should add in a second blink or not.

Edited Pose:

Looks better but still a little off to me. Maybe the legs should move somehow?

Pixel Art / Barbarian Idle Breathing Animation [C + C Welcome]
« on: March 05, 2015, 05:01:51 pm »
Hey folks,

I'm working on building up the action sprite sheet for my character but he's only 32 px tall and I'm having some difficulty making animations seem natural.

I think I've got running down after some help in the pixel art forum:

However, my breathing action seems a touch off:

How can I make this more natural with the space given? I've tried to move around the colours to give the chest a lifted appearance and I dabbled with adding another frame in but I couldn't get the mid point to look natural too.

Pixel Art / Re: [C+C] Muscular Guy Idle And Running (WIP)
« on: March 04, 2015, 04:28:44 pm »
I agree with the issue relating to the darkness of the rear arm.

You skipped a tone on your pallet in between the main body and the rear arm. I did a quick edit by just swapping the two rear arm colours to utilize your skipped tone.

This resolves the issue for a number of the frames. However, there is still too sharp of a line between the back and the shoulder when the rear arm is swung backward. You will need to use your main body shadow tone to build up the shadow blending into the arm or bring some of the lighter colour into it.

Alternatively, on both the front and back swings you can reduce the amount of dark outline on the top edge of the arm as this appears to be the direction of your light source.

Pixel Art / Re: Character Sprite Review
« on: March 02, 2015, 10:58:20 am »

That is excellent. I was worried that fixing his head would look unnatural but you are right; it looks much smoother and cleaner. I'll keep this in mind for next time.

Just as a note there is also one frame (3) where he looks away slightly. its only a one pixel shift so its not as noticeable as the look toward the camera that was in frame 6. Looking at it it just flashes by.

I was wondering if it was worth extending it to two frames and making a 2 frame one pixel shift towards. I'll make the adjustment later and ask for some feedback.



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