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Messages - miro42
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11
Pixel Art / Re: [WIP][C+C] Ships for a space shooter
« on: August 02, 2014, 01:34:47 am »
That's quite amazing!  Just looking from your first post to this, you look like a completely different artist!

One thing I noticed is that the tubes on the back end are copy/pasted and it kind of makes them look like a different perspective that the rest of the ship, which looks entirely top down.

Also about perspective, the exhaust ports are kind of pointing upwards.  Maybe think about shortening the gap on the ends.

Otherwise, great job!

12
Pixel Art / Re: 32x32 Cute Lion topdown perspective character
« on: August 02, 2014, 01:25:08 am »
That's really cool!  Very lion like. 

The only thing that is kind of distracting is the lion's crotch.  Because the square is all black it's the first things that pops out to me.  Maybe if just the corners were a shadow color rather than pure black it would soften it?  As of now, my view is pulled down there, which is probably not desired. :)

13
Pixel Art / Re: Magika Style Wizard
« on: August 02, 2014, 12:31:20 am »
That looks much better!  :y:  I really like the change in the hood's design and that you gave more motion to the character.  I think you could do more to make a dynamic pose, but already it's 100 times better.  Keep up the good work.

I have to say that I do like dithering and I feel like your edited version is missing something because of the lack of dithering, especially in the hood (this could just be because of the side by side comparison).  Dithering can be abused or misused, but it's more a style than anything, so some people might not like it so much.  That doesn't mean you shouldn't use it, though. :D

14
Pixel Art / Re: [C + C] Barbarian Turnaround
« on: August 01, 2014, 11:50:55 pm »
You have 3 positions of facing forward (left, right and front) but only one facing backwards (left) this is the cause animation looks glitchy.

I'm not really sure what you mean by 3 positions facing forward.  I thought it was pretty clear that the left and right positions were left and right and not facing forward.  There are parts to his design that make him more forward looking in the left and right, but that's because a full on profile would be very boring, and when he's moving sideways if I turned him "back" then you wouldn't actually see his character design.

Also, I guess I should just remove the .gif as it's not intended to be a smooth animation, but rather a showcase to see how consistent the character is.  Maybe the still is sufficient in this?

Also this doesn't look at all like a barbarian to me (not even a cartoony one) probably because of body proportions. If you remove skyrim helmet there's nothing there that could suggest "barbarian" it's just a peasant. Try to work on that.

I was expecting Conan-like when I clicked the topic.  Perhaps this is like Conan from the beginning of the movie when he was a lil boy.

Barbarians generally have a lot of muscle mass and look like they can tear you apart in seconds. 

That's size discrimination!  Hiccup the Viking would have words with you. ;)

But to appease the masses of 2 here's a quick edit (and I do mean quick) of a little bulkier dude. 



This makes him a different character, but does he fit your stereotype a bit better? :D

EDIT:  Not sure if this would be considered a double post so I just edited in this one.

So I actually really liked the buffed up dude better, even though it's not really what I was going for.  So I continued on his turnaround and added pretty shading in .


15
Pixel Art / [C + C] Barbarian Turnaround
« on: August 01, 2014, 09:06:46 am »



I was messing around, doodling, but I just kept going.  Any feedback on consistency, or anything else you can think of would be great. :)

16
Pixel Art / [C + C] Gypsy Girl
« on: July 30, 2014, 04:19:56 am »


Hey all!  Everything I learned about gypsies was from Quest for Glory IV and Snatch, so I'm pretty limited in knowledge.  Google Images was my help for the outfits.

I used DawnBringer's 32 Palette for colors, however, just because I have a palette doesn't mean I know how to use it properly, so any help would be much appreciated, especially on the red dress as it kind of clashes with her red hair. :(

EDIT:  I replaced the .gif because as someone pointed out on PJ that no one can really give feedback in the non-static state. :)

17
Pixel Art / miro42's sketchDump
« on: July 30, 2014, 01:18:03 am »
Hey all, I make a lot of stuff but don't really post it so I figure I'd just make a sort of sketch dump post where I'll just throw out stuff that I didn't think was good enough to take any further, WIPs, or whatever.  So for the first batch:


A little animation.  For whatever reason when I save it as a .gif, all the timing is thrown off.  In Photoshop it looks right.


Link, kind of old-school Mickey Mouse style.


An innkeeper, or maybe a chef?


Obligatory tree, but something I've never done before.


The family that spies together, stays together.  That's a saying, right?


Just messing with some variations.

18
Pixel Art / Re: Help with animation and art
« on: July 30, 2014, 12:34:33 am »
Hi thebombsauce,
I was looking at going over your animation, but I think first off fixing the model will help, before you put too much time into multiple frames.  I think the biggest problem I see is that she is very static.  I agree with most of Zia's edits, although I think her bottoms look more like granny-panties than yours, or maybe a diaper even.

Here's my edit and then I'll explain why I did what I did.



Character design is all about character (surprise!)  And what I mean by that is that your character should always have some sort of personality.  Right now, she looks like a stiff robot.  Her arms are the same width and height as her legs, everything is just kind of hanging down.  I think the biggest issue is that her torso is the same width as her pelvis, or rather, it looks that way because her arm is coming straight down and crowding the silhouette.  Now, what I've done is probably not fitting the style of pixel art you want but I just wanted to show you that simply moving her arms and legs out will add a bit of character (personality) to an otherwise stiff pose.

TLDR: Arms should be smaller than the legs and be away from the body so the torso can show; loosen up the pose.

And just some questions/observations about the animation.  From her greater than three-quarters pose I assumed that is was meant for a psuedo-isometric style game, but when looking at the .gif her feet touch down on the same plane, meaning that she will be walking on a flat plane.  So is this a non-isometric or isometric?  I guess it can be a stylistic choice but it looks very bizarre.  You should turn her so her body's in a more profile view, assuming that it is in fact a 2D plane that she's walking on (like original Mario and Link).

Hope that helps a little.

19

Progress!  ;D


I think one of the biggest problems with this animation is that the torso is incredibly static, plus it is practically looking at the viewer so she is sort of Riverdancing rather than running.  Yes, it means a lot more work, but it'll be worth it.

As well, find a good animation book.  I always suggest Richard Williams Animator's Survival Kit as it is the most comprehensive book that I've found on the subject.

So here's my edit and comments.



With the animation that you have done she never really has both feet off of the ground at the same time.  Unless your character is really heavy and dragging her feet this won't happen.  As nimble as she is raising her legs so high she'll definitely have both legs off the ground on at least one frame.  I've inserted a frame at frame 2 and at six for the opposing foot where her rear leg is out farther and her forward leg is doing heel-toe.  Generally people run heel-toe, meaning that the first thing that touches the ground is the heel, which then rolls to the toe as the run continues.  You don't have a frame that looks like this; she just lands flat-footed.  Now, there are people that run like this, but I suggest that this type of character should not.

Also in her right leg passing position I moved her left leg back more, because she never actually has her legs under her weight before she gets the other leg up.

There is still a lot that can be done but I think that's a good starting off point.

Hope that helps.  If I didn't explain myself or what I changed well enough please let me know. :D

On a side note I would never think she's a she.  I think because her ribs are wider than her pelvis, and women generally, if not always, have a slightly slimmer ribcage than pelvis.  Other than that I love the model.

20
Pixel Art / Re: C+C on this walk cycle please
« on: July 18, 2014, 08:17:47 am »
Hey there Savick.  So without animating it there are going to be quite a few problems.

First is a little picture which I'll reference after the image.



A.  At this position you have both legs completely straight.   Unless people are marching, or their legs are stuck in that position (casts or ice), both legs are never straight at the same time.  Where the arrow is I suggest a little bend.

B.  Use a guide and preferably onion skin (drawing at a lower opacity over the previous frame) while animating because you get mistakes likes this, where the foot is supposed to be touching the ground and instead it's hovering in the air.

C.  The legs are apart all the time.  This will make him looking like he's sliding.  Get up and walk a bit while looking at your legs.  If they're that far apart you're either strutting or ice skating.  The thighs should touch if not overlap.

What program are you using to draw in?  The best thing you can do to improve the animation is use a program where you can overlay pictures right on top where you can see exactly what's going on in the previous frame.  I think most programs do this now.  GIMP does and it's free.

From a design standpoint the front and back pictures don't match the profile.  The shoulder pads are noticeably shoulder pads in profile, but they just look like a shirt in back/front views.  I think you could change that with just a raised pixel, maybe two.

Hope that helps!  I'll try and animate it and help you out further, unless you beat me to it ;)

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