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2D & 3D / Re: Official OT-Creativity Thread 2
« on: February 15, 2019, 07:48:25 am »
Nice to see you back Larwick :D Painting is looking excellent  :-*

Pixel Art / Re: Sea Captain Portait and Side Sprites
« on: February 07, 2019, 06:16:53 am »
These are looking nice! The biggest issue is that your captain has no groin  :D The groin should be slightly below his jacket level. And the legs should pivot at a hip location a little bit lower than they do presently. You could also nudge the jacket up a little bit higher if that makes his legs seem stubby.

In addition since he is on an angle toward us his shadowed foot should fall and lift slightly further forward than his lit foot when he steps. Currently you have it the opposite way around.
Keep it up :y: ;D

Pixel Art / Re: Isometric explorations
« on: January 31, 2019, 06:49:13 am »
This has really lovely volume  ;D

The main issues I have are with the perspective. Specifically the root on the left hand side of the tree looks a bit misplaced. Like it is a short stump growing off the side of the tree. And while the trunk is extremely straight, the top two tiers of leaves seems to drift off to the northwest a little. The two sets of leaves that are beneath the second tier on the right hand side jut out fairly far which doesn't help with that.

I think the leaves coming to a point at the tip looks pretty strange, both the rendering and the construction.

It might also be nice for the second from the top tier of leaves to be a little bit narrower, as it is it feels like the tree has a bulb of leaves at the top rather than the tapering that I would associate with a pine.

Can't wait to see more from this project, the stuff you've been posting on twitter looks awesome  :)

Pixel Art / Re: Help projecting power to this animation
« on: December 06, 2018, 09:03:27 am »
This is looking great already! The overall timing is perfect  ;D

The way I would add more power is to make sure that your build up happens in the opposing direction to the ultimate motion. So ideally you want the figure to squish downward before springing up. And then you want to have a longer buildup of energy, keep squishing a little more every frame, really ease into the final pose, and then hold that final pose for just a moment before releasing.

And I would take another look at the feet, having them spring in and out makes it appear to release it's energy early before the big motion. Have everything moving in one direction for the whole duration of the buildup.

As for the effects you really can't overdo it. Use lots of frames, lots of little tendrils and flecks of light that slowly fade away. Especially for the launch. Rather than having the effect move upwards like it does try having it dissipate in place (i.e. make it thinner and break apart a little frame by frame until it is gone)

Overall I would say the biggest thing you want in your timing is contrast, you want the buildup and the fade out to linger as long as you can and have the motion happen in just one frame like you have now.

Good luck  :y:

Pixel Art / Re: First time animating a walk cycle - help!
« on: November 30, 2018, 01:40:25 am »
I can definitely see that you're on the right track here! A few tweaks to the 5th version and I think you're well on your way to a nice walk animation :y:

The main problem with the top 4 is that your arms and legs are swinging on the same side. Your left arm swings forward with your right leg and vice versa. Which you have done with the 5th.

The primary issue with 5 is that the left and right swings of the body don't match. In a "perfect" walk the left and right leg and the left and right arm will do the exact same motion, only flipped and offset by 1/2 the length of the animation. I would also say that the angle of your feet doesn't match the angle of the torso very well.

Rather than starting your rough animation using lines for all parts I would recommend starting with 7 balls/dots. The torso, the hips, the head, the hands, and the feet. You can just move those around easily frame to frame until you find the right motion.

Good luck  ;D

Pixel Art / Re: skeleton figure; first attempt on movement
« on: September 24, 2018, 04:31:56 am »
It's difficult to tell what you're trying to achieve here. Seems like you've got the character moving which is a great start though! I think if you have a clearer plan for what motion you want to achieve you're going to find yourself a lot more inspired with how to proceed. What exactly is it that you want the character to be doing, and what are you trying to communicate with that motion?

I'd also recommending thinking about all three dimensions when you're animating. Things like the pelvis, ribcage and clavicle rotating in 3d space will add a lot of appeal to any animation.

The character is a pretty complicated choice for 2d, and especially pixel art. All of the small bones in the hands and feet are going to cause you a lot of headaches. What is your reasoning behind this style? Is there any way you could go back and consider an approach that is either more suited to pixel art or a technique more suited to this size and shape of the character?

Looking forward to seeing how you go ahead with this  :y:

Pixel Art / Re: Sprite Advice
« on: September 24, 2018, 04:18:29 am »
This is looking great so far! Your colour choices are actually really good ;D

The main issue is the shading, as it is you tend to shade all around the edges of each form. It would be better if the light was coming from a clear direction and the shadows help to convey that. The shoes are shaded in a fairly good manner.

In a lot of cases, especially on the scarf and the pants I think your drop shadows are too much. I've made an edit just on the shading to help you in that direction. Consider how you can use shading to show off the type of material you're drawing, how shiny is it? What is its texture? Is the surface flat or does it curve and ripple?

Anatomically I didn't change anything but going forward you may also consider a couple of things: The scarf doesn't really wrap around him in a way that makes him seem round, same goes for the waistband of the pants. His arms are a bit too short. And his head is very wide and round, the head is a little bit taller than it is wide generally speaking.

Best of luck!

These are looking really good! I wouldn't be too concerned about them looking too similar to your references, I didn't peg them as tactics advanced.

I think the biggest issue you're having is with your colours. I think you should try using fewer shades per colour. For a sprite this size it's creating a lot of muddiness. Consider using fewer shades with higher contrast.

The outlines on the boots in the first sprite being lighter doesn't look very good. And generally I think your outlines could be a bit darker.

Try to avoid having big staircases of differently coloured pixels like you see on the mermaids tail (called banding if you would like to learn more), instead try to use bigger clusters of pixels to describe the shape.

Be very careful with small details like the green in her hair and the spots on her scales. Having single pixels or very small patches of distinctly different colours can look like noise. Try making them a bit bigger, exaggerating details like that is often necessary in pixel art.

I love the idea for the goblin enemy ;D Keep it up this is all looking really good, a little more polish and these are solid assets :y:

Pixel Art / Re: Kitchen Knight: Art & Animation Critique
« on: September 15, 2018, 11:00:22 pm »
This is great! Love the character.

Only have a couple of things to note:

In the preparing to attack animation his legs get significantly longer.

And your highlights on the legs could be a little better in the fighting pose, try to not have them hug the edges of the forms so much.

Consider using the light on the apron to create waves down the cloth rather than just having it blow to the side for a little more appeal.

Keep it up! Can't wait to see more  ;D

« on: August 18, 2018, 10:51:03 pm »
Wanted to clarify that animation in a small number of frames is certainly possible! Just that if this piece is intended to help you learn animation techniques that challenge is going to severely limit the types of things you can do. A higher frame count, or at least not using the idle frames, would serve you better in terms of understanding what techniques you are using and how a walk animation works. The better you understand those things the easier it will be to make a convincing animation under a set of strict limitations.

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