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Messages - AshCrimson
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21
Pixel Art / Re: [WIP][C&C] General pixel-art
« on: December 09, 2014, 06:34:41 pm »
Thanks for the reply PixelPileDriver!

I apologise pre-emptively for basically copying your edit; I was pretty confused as to how to even start, I've only ever animated limbs if im going to be honest, so i've never dealt with animating the torso and twisting it. I ended up going through your edit, frame by frame and trying to see what i could learn from it, such as the way you displayed the torso turning during the swing of the attack.



I realise it doesn't have much impact. Wasn't sure what to do with the empty hand and im pretty sure the swing itself looks off, that there's something wrong with it most likely because it doesn't have  blur lines yours did, but also because i think it doesn't look as natural or as fluid and still looks robotic.

Edit: Made one of the other perspective, might upload that for comparison.

22
Pixel Art / Re: [WIP][C&C] General pixel-art
« on: December 08, 2014, 11:39:02 am »
Quote
I apologise pre-emptively for how awful it looks
No worries.
Animating characters can be complicated and requires practice, but also some prior studies.
If you have not done the basic animation tests such as the Bouncing Ball, and Flour Sack, I highly encourage you to do so.

Be careful of drawing animations in a literal descriptive way.
Each part feels as if it moves independently rather than coming together to create a cohesive piece of functional art.

You're being very timid with the pixels, keeping things looking the same through out the animation.
While that can help to save time, and I use the same concept quite often, there are ways to better balance unique and static parts of a frame.

For me it helps to do the same animation 5 to 8 times.
Here's my first vartiation:


Many parts of it could be improved, but I would most likely stop at this point, save it to branched filename, and then start over.
The next time I would do it differently.
It would still be a sword swing, but I would start from the first frame, or completely from scratch.
Then compare them all, figure out what works, what doesn't.
Maybe combine a few ideas or just choose the best one and then finish it off.

Also realize that its all a choice.
Everything I've said can be done the complete opposite way and yield a valid result.
In the correct context with intention, your animation could work fine.
As Alcopopstar mentioned, the motion is sort of undead like.

Thanks so much for the advice, critique and edit. It's actually made me consider switching the angle of the character when he attacks. I'll confess i have little to no previous knowledge of animation or even art in general prior to picking up pixel-art, so this is sort of my first foray into art (although i have been pixelling for over a year+ now).

Often when im animating i focus solely on trying to get the (specific) limb moving in the correct way, often neglecting the bigger picture (the body and how it'd react), like Alcopopstar pointed out. I wasn't aware that i was being too literal with the advice given, i tend to take things literally, be they advice or words in general. Not an excuse, just wanted to explain my thought process.

Edit: I really like the edit, but i don't want to copy it, so im going to try to take elements of it and learn from it. Is that okay?

23
Pixel Art / Re: [WIP][C&C] General pixel-art
« on: December 08, 2014, 09:25:21 am »
Amazing thread btw, glad this popped up I hadn't seen it before.

Good start on your animation, but I feel that it comes across as a bit robotic and zombieish. Robotic in the sense that his torso seems to slide back and forth while the rest of him stays in place. and zombieish in that the lack of movement in the other arm makes it look broken or dead. Both of these stem from the same problem; a lack of movement in the figure. I feel like the motion needs a twist in the chest, a shifting of the feat or a bowing of the head. However you treat the motion you need to do something to get the rest of the body in play.

I get that this is just practice of course, but hopefully those thoughts are still useful. I quite like all your static sprites, looking forward to seeing more.


Thanks for the advice, I appreciate it! I thought there was something up with the animation.

Here's a quick update with some of your words in mind:



I apologise pre-emptively for how awful it looks, i wasn't sure what to do with his spare hand, so i added a shield and tried to make it look like he was counter-balancing but i think i messed up. I also tried to make him move as well, in the hopes of it looking less robotic.

24
Sorry for the lack of updates for the last month or so.

Been mainly concentrating on smaller pieces like the below:



Or practicing animating:


25
Took a break from anatomy because it's pretty tiring sometimes and focused on smaller animations, mainly trying to get used to moving limbs and possibly even gesture:



Trying to get this swaying stance thing down, but it probably looks too jerky.



Some idle stuff with a dude with a spear.

26
Will definitely try what you said!

Just want to clarify something; im not wanting to be a slave to anatomical correctness as much as i want to be able to to make characters that look "right" if that makes sense?

27
Thanks for the sketches man, it's not ego stroking at all. To be honest, im jealous of how well you can depict them! Hopefully i can begin to approach the level of detail you put into your sketches, let alone work.

The main reason for making them different colours is because when they're all red, it's sometimes difficult to tell them appart from other muscles.

I did a quick attempt at trying to put skin on the muscles:



I've sinced edited some of the muscles so it's sort of obsolete.

28
Left one side free of muscles so i could show the changes i made (thanks Night for pointing some of them out!) and still working on in regards to the bones:



I've probably got the muscles all wrong, alot of them seem to blend in together, but i did try to to get their general shape down.

29
Thanks for the advice. I'm going to double the size of the skeleton and redo it, hopefully allowing me to put more detail into the muscles and skeleton as well. I think i kind of screwed myself over by doing it so small.

A very quick attempt at a larger skeleton, probably needs more refining. Tried to get the feet closer and to make sure the forearms aren't dead straight:



I also realise the skull's pretty bad, and maybe the ribs need to be closer to the pelvis.

30
Thanks! Had to look up what Ecorche meant  ??? as i wasn't sure what you meant.

I've done most of the muscles (barring chest), yet im not happy with them. I'm unsure of how i'd be able to put the skin over them and make a character look at least slightly realistic.

I'm currently reworking the arms, feet and hands as well as the muscles on them, I'll post pictures when i've gotten them done (skeleton and muscle wise) i also won't include the pink  silhouette, apologies about that!

Edit:

Sorry for the slow progress, spent a few hours looking at arms today.

Here's some highly simplified muscle placement on the arms also tried to make the arm look uh, more arm like:



Key:

Blue = Deltoid
Yellow = Triceps
Pink = Biceps
Green = Brachio
Red = Flexor

An update:



Came to the realization that it's more about depicting what muscles show through the skin and are prominent then necessarily every oneof the muscles.

Basically redone the arms, chest and legs, trying to depict the lines of the muscles that actually show through, but right now it's basically a simplified version.

Also overlaid the skeleton on top it of it, just to ensure it still looks vaguely anatomically correct in terms of bones etc.

I think, like Cyangmou said, the shoulders may be a bit too broad.

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