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Messages - Swifty
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Pixel Art / Re: Jumping animation
« on: May 05, 2017, 11:48:06 pm »
Hey I did a small edit on the way the tail flicks up, the curl to me seemed a bit off.

I also moved it a frame forward, to split up the motion, as the whole transition to fall was happening together which also looked a bit off!

Pixel Art / Re: opinions on tablets
« on: April 02, 2017, 11:32:06 pm »
My personal experience.. I have a Wacom cintiq 13hd.. it doesn't get used. I don't have the desk space for it and for pixel art it doesn't really speed up my process. For Photoshop and painting it's fantastic.

I mostly use my mouse, however recently I picked up a small Wacom Intuos Comic with the wireless kit, and I find it great. The touch commands mean I can navigate Aseprite fairly easily, and being small It tucks away nicely, and with wireless I can grab it and go.

With that said though, I still use my mouse probably half the time.. I guess years of using the mouse makes it hard to shake. The Intuos is great on medium and large sized canvases though, I do feel it speed up my process there.

So mouse for things around 64*64 and under, Wacom when it's bigger, because getting curves is great.

Pixel Art / Re: Punch Animation (woud love to get critic)
« on: March 20, 2017, 10:21:58 am »
Had a bit of a play around with the animation.

Things I focused on:
Anticipation - To give the punch power we need anticipation, so I use a quick 2 frame pull back of the punching arm, with the opposite arm stretched out to guide where the punch will land. This helps the action read better overall.

Exaggeration - Where the punching arm begins its forward momentum I stretch the arm from its anticipation frame right to its contact frame all in a single fame. This also takes note of timing. We want the punch to have power, so it needs to be fast. If we use multiple frames to get to the contact pose it won't appear to have any power.

Follow Through / Secondary Action - On the contact frame we have a subtle one pixel shift in the body down, as the momentum of the punch pulls us forward. Also the non punching hand is brought in slightly closer to the body. This is all small movement as not to take away from the action of the punch, but to still give the body fluidity.

Pixel Art / Re: My Pixel Book and First Post
« on: March 15, 2017, 09:37:42 am »
Hi MateusVO, welcome to Pixelation!

Nice book! You've done well, it reads clearly as such. If you want to improve I'd suggest try adding some lighting to the image to give it depth. You might find this difficult with the current view of the book, you could try the book rotated so you can see the top, side and bottom.

To make it more interesting you could try a design on the front, at that size you've got plenty of room. Or maybe just a textured front, weathered edges and/or corners.

Also if you want the direct image you can right click your image on imgur and click "Copy Link Address", that should make it work with the img tags on the forum.

One last thing, when posting here, post at your sprites resolution (don't upscale). Pixelation lets you left click images to make them bigger, and it makes edits or paint overs much easier too.

I look forward to seeing more of your pixels! : ;D

Pixel Art / Re: CVS Style Sprite
« on: March 14, 2017, 10:00:11 am »
Hey Rosier, the arms are much more readable now and great improvement overall!

One thing though, if you look at the way her pelvis tilts, her right leg should be pushed back slightly, but it actually looks longer than the front leg from the way the knees line up. I did a quick paint over to show:

Pixel Art / Re: [C+C] Cyberpunkish character
« on: March 01, 2017, 10:59:31 am »
Yep, what Rocifier said. A lot of his face sits really flat, this is partly in the contour of the face (it's silhouette), and also how you have shaded the sprite. You need to think of your sprite as a 3d object, where you place the highlights and shadows will effect how it reads as a 3d form.

I did a really quick edit, removed most of the dithering as I don't think it's needed here. I pushed both the min/max brightness levels a bit, making the shadow tints darker and the highlights a little brighter.

I also increased the saturation of the skin tone a little bit more in the highlight & mid tones, as these areas are (presumably) getting light from the sun, they would be warmer, while the shadows slightly would lose their saturation.

Pixel Art / Re: Run animation critique!
« on: March 01, 2017, 10:29:30 am »
Hey Risenshiney! This looks really cool, I think you've nailed the arcs and flow of the run here. However I think it looks a bit jittery.. it's a fast motion so you could do a few more inbetweens to help it read smoother, or turn down the speed of the animation a bit..

I had a toy in aseprite and bumped it down to 60ms a frame.

Pixel Art / Re: Animation Studies
« on: February 19, 2017, 11:34:41 am »
Got around to editing my old treasure chest... new is on the left.

Pixel Art / Re: Animation Studies
« on: February 13, 2017, 12:05:56 pm »
Love the bottom one :)

The swinging arm thing doesn't seem right. If there's no force applied from the source (like a dog wagging its tail) then the weight of its end tip should control the swinging. So that means the fall, or the start of the swing, should be much less abrupt. Dunno if that explanation makes sense? I can try an edit later.
If I'm reading it right, it is a study of one of the examples from the Animator's Survival Kit and supposed to be the arm of a person in an exaggerated stroll. If it is that, it still looks a bit odd and unnatural, not flowing too well. Must be the t...t...t...timing or the sp..sp..sp..spacing. ;)
Yep that's the one I was referencing! I had a bit of trouble with the spacing. I'll go back and give it another shot.

Thought I'd have a go at an explosion using Pedro Medeiros guide:

Pixel Art / Animation Studies
« on: February 12, 2017, 11:37:30 am »
Started going through a couple animations books and thought I would start a topic here to post my animation studies to get feedback/crits/advice.

So here's what I've done so far:

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