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Messages - TrevoriuS
Pages: 1 2 [3] 4 5 ... 55

21
Pixel Art / Re: Learning to AA
« on: June 21, 2009, 12:44:44 pm »
Oh they're not necessarily a stain on the image or something ugly, they're just not correct compared to the photograph. So those were merely 'errors' compared to what you would have if you traced the image. It also seems deviant art won't load the image for me, so I'm afraid I can't look at it more closely for further feedback. I do think there's too much space between nose and upperlip, and the hair wrapped around the neck, coming over the shoulder from (our) the left is rather unreadable.

22
Pixel Art / Re: Learning to AA
« on: June 21, 2009, 12:02:15 pm »
You are wrong there, it's well observed, that's all. You can see errors in the face, waist and elbows mostly. What I however lack in this image is lower arm muscles.

23
2D & 3D / Re: Tutorials?
« on: June 17, 2009, 08:13:44 am »
So people posting tutorials around certain software packages that are easy to learn are giving worse advice then you, whom is stating Wings3D is the only awesome 3D package for starters without mentioning beginner guides or tutorials at all. Really, I started with maya and still use it, although Max is much easier for the modelling process and I can recommend you that. Problem is that maya and max have quite different workflows and tool/camera controls. I'm still being troubled getting used to 3Ds max, but I can recommend that if you're just gonna model stuff.

PS: Isn't wings mostly used for SubD modelling?

24
Pixel Art / Re: blocky animation experiment
« on: June 16, 2009, 07:29:49 pm »
why'd you need blocky movements in a voxel engine? because really, you don't...
and by the time voxel engines become usable for games, they most certainly will no longer look blocky either, as the voxels can run small enough

25
2D & 3D / Re: Automaton W.I.P.
« on: June 11, 2009, 01:25:07 am »
2000 still seems an awful lot for what it represents right now. You'll have deformation in the feet, hands, waist and neck as far as I can tell, and the rest is solid objects rotating around eachother. I'm fairly curious on seeing what it is more interactively so I can identify possible causes for that better if you want; though 2000 could be just fine for your intentions with this. These small outpointing cylinders at the main elbow cylinder, as well as these dents coming from the shoulders into the chest can probably be worked around with using textures though. I'm curious how this will turn out with textures too =)

26
Pixel Art / Re: RPG bases D:
« on: June 09, 2009, 01:45:47 pm »
What your female figure seems to lack is hip and shoulder rotation. Putting the right leg more in the center kind of requires the hip to raise on the right as well, creating a curve through the spine leaving the shoulders in the opposite angle. Perhaps you know the term 'Contraposto' and that then describes much more to you than my previous explanation, make use of that.

27
Pixel Art / Re: Professor walking
« on: June 07, 2009, 08:09:23 pm »
I myself prefer more overview, this so called 'breath life in' method tends to take more time on tweaking then I'd want it to take, because parts become inconsistent as you can't plan your animation in your brain perfectly, you have to plan it out before polishing and blending it. Or so is my experience. Animating a single limb may give you a better grasp on the weight, though you can plan timing after making keyframes quite well, as there are not many frames in 2D art generally. In 3D CG animations you have even more control making use of keyframes and key poses and I'd lose software functionality there with your methods. But it's true that there is no wrong workflow, I'm just stating that I've found to experience alot of flaws taking away alot of efficiency in the one I think I see used here.

28
Pixel Art / Re: Professor walking
« on: June 07, 2009, 04:35:15 pm »
Don't be offended when people say your workflow is wrong. Your current results are flawed, and that can be partially caused by the workflow. Others share their workflow and you learn by taking the most logical and easy parts and combining them into your own. Just your logics in how you set up a workflow are not enough, with the opinions of a thousand people your workflow can be so much better because they all stack up good arguments you can't just come up with all by yourself. This is the way pipelines develop, through the ages by the speculation of people that talk about their difficulties and methodologies together. SO no need to take offense, we're all here to help :)

ndchristie is however correct in the fact that it's best to work out key poses entirely, and creating inbetweens and blending frames after, rather than animating a limb entirely and then animating the next limb to match it. Posing starts with placing the hips and then the rest of the torso in a balanced way, then adding feet positions and natural legs from that in a stable non gravity defying position, and the arms are the final detail, creating the actual expression. Then you of course need to tweak and improve, but after that, you've got a single keypose done. Then you go on to the next one, and can start thinking about the inbetween motion and blending of animation.

If you just start animating the legs you won't know how the torso will fit on in a balanced way, if you then animate the arms before you do the torso it'll mismatch even worse. And I think that's what you've been doing, forgetting about the torso, while it is the conjunction of all the limbs, the most important subject to work out properly. Of course any process can be justified and workable, and it's good to be skeptic about things people suggest you, but you should try them before you can say they don't work. I may be completely wrong about your workflow however, so that's for you to work out for yourself :)

Now on the professor, he just lacks a natural feel and weight. His legs raise and lower at the same speed, but lowering is due to gravity, and lifting due to muscles. Now gravity is much stronger than a muscle, so convey that difference in speed and weight. The current animation is too linear at the arms and legs, and too stiff in the overall. Why don't you rotate his shoulders while moving, and make that coat move alot more due to the body movement underneath?

29
2D & 3D / Re: Automaton W.I.P.
« on: June 06, 2009, 05:23:18 pm »
I think the point of Ptoing was... Shoulders are ball joints, so are hips, consider that you will need those, and don't have them.
Hips could go I guess, but it's just much nicer if you make it fit together. You could even make three hinge joints at different angles to create your own 3-axial rotation which simulates a ball joint more mechanically interesting.

Also, the triangles are reasonably neatly spread, but then around the ears there's this huge clutter, you can most certainly lose some of that, as it completely doesn't match the overall detail like this.Then if you only wish to put joints in the torso, what's with these hands, will you rig them? Or are hyou going to change those into some (perhaps more basic) mechanics as well?

30
Pixel Art / Re: Pb's messing's
« on: June 01, 2009, 03:17:28 pm »
What is your intention with this? What is your goal and what have you drawn? Please be more explanative from now on, for I doubt anyone to be able to help you like this.

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