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Messages - Souly
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31
2D & 3D / Re: Official OT-Creativity Thread 2
« on: May 26, 2009, 04:21:31 pm »
*friggin sweet shirts*

Whoa, Souly, did you use just bleach to make those? Pretty intense, man.  :D
Yea just bleach, for the half life dude I used a sharpie to touch him up but he started out as stencil.

32
2D & 3D / Re: Official OT-Creativity Thread 2
« on: May 26, 2009, 04:43:04 am »





This is an interpretation of a pixel art I did a while back.

33
Pixel Art / Re: Sprites (running, jumping)
« on: May 19, 2009, 06:18:51 pm »
Loli ya gotta take a step back to the solids for the running.
One big thing I noticed was the morphing of the arms.
You gotta try and keep the same size throughout the whole animation or it will look choppy and strange.

<>
YOURS <> MINE

The back arm is slow, and it was only swinging back for 1 frames, when your right arm goes back for 3 frames, and also it looks like a rising tentacle.
One thing I noticed is your arms were doing very little actual movement, you gotta try and draw the forearm and have it rotate around the joint of the elbow.

Edit*
One thing I'm noticing with the legs is his red leg seems to kick out very straight.
A sprinter runs with high knees I know this man isn't an athlete but his legs still operate the same, it looks more like a kicking motion then a lift of the leg for a step.

34
Well your first problem is the the top feels quite flat.
The pyramid in the middle has a decent understanding of volumes for one of your first sprites.  :y:

You've also used some colors that are very hard to actually distinguish a difference at 1x zoom.
Try and sort out all your volumes and shapes before you try and get into trying to pixel smooth it out.

But neat design I like it, this has potential.


Just a quick edit nothing fancy really

35
Pixel Art / Re: New ref
« on: May 14, 2009, 12:37:37 am »
I hope that's not the only thing you picked up out of my post.

I think rotation was the wrong word to use, since I have noticed your proportions change in every frame.
And if you were actually rotating the size of the limbs wouldn't really change as drastically.
Which is also a problem I've noticed in almost all of your animations.

What I mean by rotation and modification is that you are starting with the sprite and then moving limbs on the body to try and make movement.
Basically every frame is just an edited version of the first frames sprite.
And because of this your restricting yourself to making frames of impossible poses and positions.

Your trying to animate straight from the original standing sprite you made.
Which means your jumping straight to trying to animate + making the sprite refined.
Rather then smoothing out the animation in it's rough form and getting the proportions and keyframes right on a stick figure

36
Pixel Art / Re: New ref
« on: May 13, 2009, 08:42:25 pm »
Wow I just looked at all these frames individually and to be honest a lot, if not all of this seems like you have just rotated and repositioned each and every limb
Half if not 80% of these positions don't even seem plausible.

Lets start at the first row of frames, the crouch.
While he crouches his legs are shrinking, and you think this conveys crouching?
Where did his ass go?
Even if it's "supposed" to be behind him it looks like his hips and legs are just compressing it doesn't look like his legs are bending really to be honest.

Now onto the third row, because the second row is inconclusive.
When he lands on his hands what is up with his legs? they are quite deformed and like his knees are together.
His arms all of a sudden snap backwards breaking on impact.
He then flips him self over, and his tube like arms become real apparent here, I don't see a joint I see one tube that you are trying to portray as an arm.

While he rolls, he goes through the floor.
His head goes lower then his feet ever do on the image, so to me that looks weird, especially since it seems like a straight side scrolling view.

I think your problem is your doing all these crazy dynamic animations without really mastering even the simple ones.
And your also becoming too reliant on rotation for all your animating or at least it seems that you have put the sprite into,
the proper positions strictly from rotation and modifying the original sprite.

And the stand up takes up 5 frames?
That's more then it takes for him to crouch and leap that far and fast.


37
Pixel Art / Re: New ref
« on: May 10, 2009, 07:32:21 pm »
In your walk his front leg is doing more movement then his back leg.
And the subpixel isn't really working on the jacket, it's kind of pulsing and it looks weird.

Perhaps take one of his hands out of his pockets.
Your legs and arms all share the same tubular problem that helm had mentioned earlier.

38
Pixel Art / Re: Spaceships for RTS game
« on: May 06, 2009, 05:49:46 pm »
The game is very cool and unique.
I like the idea of a RTS Shmup, very cool.
I like that you can control your squad pretty decently.

As for the ships I think your trying to pack too much small pixel detial into these.
And it's kind of making them messy and hard to read the actual shape.


You have two colors that look quite a like and at 1x zoom you don't see that detail.

39
Pixel Art / Re: New ref
« on: April 30, 2009, 05:49:13 pm »
His closest foot doesn't go far enough.
And he also lands flat on it rather then heel first.
Just a question, are you re-drawing each frame? Or just copying every thing over to a new frame and rotating and moving limbs?

40
Portfolios / Re: [Portfolio] Souly/Punky's Portfolio
« on: April 21, 2009, 07:45:45 pm »
Alright, totally revamped my site.
To try and make it more presentable, basically ditched the whole navigation scheme and made it so it could fit more content.
I realized my portfolio was lacking any real information about me.

http://punky.ensellitis.com/

For those who want to compare
http://punky.ensellitis.com/old

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