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Messages - BatElite
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21
Pixel Art / Re: Jumping animation
« on: November 04, 2016, 11:47:09 pm »


I've added the head and tail. The head for now is copied and rotated directly from the standing sprite, and I feel like the whole thing isn't proportioned correctly in regard to the standing sprite.

22
Pixel Art / Re: Jumping animation
« on: October 22, 2016, 10:46:00 pm »


I haven't fixed all of the problems I've found in the first version (the inconsistent torso volume being the most obvious). The arms are more than just a rough indication of movement now. I've switched the leg movement partially (only the last frame, the rest will likely need editing) and fixed some inconsistencies with the torso.

Clarification:



For reference, this is what the character is meant to look like eventually. I haven't measured arm length between this and the animation yet. The tail may or may not get a looping animation during descent when I add it.

As for the animation itself: The first frame is for ascending, and the fifth for descending. The rest are for a transition at the top of the jump. I don't really want to have any anticipation frames to maintain the pace of the game this is to appear in, so jumps go into the first frame directly from running/standing.

... If you're launching from a rest position, the knees should bend more in the beginning.  ...

I'm not entirely sure if you meant that the first frame is anticipation/still on the ground? I realize that having the knee(s) bent after take-off makes little sense. I somewhat like the legs switching poses I have right now though. I'm not sure how well it would look with both legs straight. I'll have to try some alternative versions for that.

23
Pixel Art / Jumping animation
« on: October 18, 2016, 10:11:58 pm »
Hello again.



This time I'm trying to make an acceptable jumping animation. This is the first time I'm trying the coloured blob method. I'll be working on consistency between frames first, as well as switching some of the leg movement around.
In-game the animation is dependent on velocity, but it's more or less continuous so far.

24
Pixel Art / Re: i need help with my tree
« on: September 08, 2016, 04:11:22 pm »


The largest problem I can find with it is that the leaves as a whole aren't lit like the trunk. The roots in front aren't particularly convincing to me.

Otherwise good job.

25
Challenges & Activities / Re: The Daily Sketch
« on: August 23, 2016, 08:50:33 pm »


Based on this. Got slightly more serious with art stuff, so I tried drawing a skeleton. Spinal proportions are certainly off (the line through the face is where I estimated the head to end) and I accidentally gave her a 13th thoracic vertebra. I also just noticed that the left fibula ends at the wrong side of the foot distally. Oh well.

26
Challenges & Activities / Re: The Daily Sketch
« on: August 22, 2016, 09:07:15 pm »
Here's stuff from 2 days:

This first are from when I went to a museum a few days ago and drew some things there:



The day after I drew some more bullshit with my friend again:



By the way, should I shrink these down more or is this size fine?

27
Pixel Art / Re: [WIP] [C+C] Creating a Fennec Sprite
« on: August 20, 2016, 10:29:30 pm »

(left is unaltered)

Maybe I'm a bit late with this. The only thing I changed is the ears. The different heights they have right now make the head look tilted. I personally prefer both ears low, but both could work I think. I also smoothed the forehead a bit, as the angle it made looked wierd to me. I also can't read the viewer-facing ear much. I don't know how it's oriented.

As for the running, you can scale back the ninja by bringing its right arm to the front, and bending it. The left arm would be somewhere in a backwards swing. It'd pretty much turn into a regular run by that point though.

If you're actually making the entire run cycle right now as I understand it it's best to focus on general shapes first and detail later.

Also, you have a stray blue pixel on the tail of the standing sprite.

28
Pixel Art / Re: Chibi Request #2
« on: August 14, 2016, 08:12:07 pm »


If you want to get the anatomy right you'll have to start constructing stuff, especially the skeleton.
Probably the most important frame in my rather sloppy .gif is the one that says ''skeletons!'', which is where I do so. My anatomy is far from perfect though, so try to find some references. The .gif above only does the thorax right I think. I unfortunately drew the pelvis straight rather than at an angle, so the legs are more suited for a frontal pose.

29
Challenges & Activities / Re: The Daily Sketch
« on: August 14, 2016, 01:48:46 pm »
Did some relaxed sketching with a friend yesterday, so here's some stuff to make everyone else look better. ;)
I should probably do this more often if I ever want to get competent at this.



The left is whatever; The right is a non-serious pokemon evolution chain based on mantises where butterflies somehow got added in as well.



A little more serious, this a mech thing that I had an idea for for a while. The shading on the actual sketch looks slightly better.

30
Pixel Art / Re: 3:4 perspective sand tiles
« on: August 12, 2016, 09:52:37 pm »


I haven't drawn sand much myself, but here are some doodles as to how you could approach yours.

Also, the grid in your sand is rather obvious: The larger dunes are on the same height; there is a lighter streak right above the large dunes; and every dune ends at the edge of your tile, giving a good indication of where the edge is.

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