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Messages - Achrileg
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31
Pixel Art / Re: New Run Animation C+C
« on: December 26, 2016, 10:54:05 pm »
I agree, it's slightly shaky, moving the character around helps a lot. You don't even have to redraw anything.

http://i.imgur.com/17aDY4b.gif

32
Pixel Art / Re: Mechanical shake animation C+C
« on: December 26, 2016, 10:39:43 pm »
Nice, actually that really helps. Vibrating is what I'm going for, but I didn't think of translating the vibration to the back parts cause of... Not thinking? =] Thanks.

33
Pixel Art / Mechanical shake animation C+C
« on: December 24, 2016, 03:35:51 pm »



Okay, so I tried to make it look like it has a running engine, constantly shaking the character. I'm unsure of the result, though it does look better than just shifting it up and down.
The flap on the back might be too animated.

Thank god I only have to deal with the subtly shake on the idle animation, but it would really help to better the effect.

34
Pixel Art / Re: 4 Frame Run (FastJog) C+C
« on: December 24, 2016, 03:27:50 pm »
Looks good, but it might be reading a little badly - the feet are sort of blending together with the body, as well as hard to understand which foot is in front and which is behind. The animation that you based upon has a contrasting color on the feet and the left leg looks like it strikes out more than yours, again, due to colors.

If you don't particularly want to change the colors, you might want to increase the range of motion of the feet and have the left foot go out more of the character to the right side of the canvas, so it creates a very obvious silhouette of a foot stepping forward.

Just my thoughts, I'm not really experienced in such low res chibi-esque animation.

35
General Discussion / Re: Social media exchange!
« on: December 23, 2016, 05:38:20 am »
I personally use twitter to now and then post something, just to get something out there, and will use it more actively come the new year. But it's @Achrileg.

Feel free to contact me in any way, I literally do not have artist friends... someone, talk to me...

36
2D & 3D / Re: Difference between sizes for base and finished characters?
« on: December 17, 2016, 03:43:39 pm »
I I understand the fear of sounding unprofessional if you ask the client for clarifications, but it's not. Try to get as much information from the client about what he wants. Ask him to send examples of what exactly he wants,  both from an art-style standpoint and a technical standpoint.

Lack of questions looks worse than too many questions. Worst case scenario, you make something totally different than what the client wants.

37
Pixel Art / Re: Getting the tileset to fit the actors' style
« on: December 17, 2016, 02:33:21 pm »
Yeah, everything looks great, but if you want perspectives to maybe mesh a bit better, maybe lower the character's right leg by one pixel, so there's depth.

The issue is that the characters are so small, that one pixel might change the whole look, better or worse.

38
Pixel Art / Re: Struggling newb
« on: December 17, 2016, 02:28:09 pm »
I think a great advice is that pixel-art isn't separate from the rest of the art world. Basic knowledge of form, structure, perspective and so on is necessary in painting as much as pixel art.

So I wouldn't suggest you start drawing pixel-art if you haven't go a lot of experience in the more basic art forms - just drawing. In essence, pixel-art is stylization. If you'll know how to draw and construct a human shape with pen and paper, chances are you'll be able to do the same in low resolution pixel-art.

39
Pixel Art / Re: Run Animation (Turned View) C+C
« on: December 14, 2016, 04:13:40 am »
So, you mean just go with what you feel like from the start?

Yeah, if you are refering to the sprite sizes. I mean, if you don't have any sort of technical limitations. I'm going with 100x100 personally cause I've worked with someone who used that as a standard, and it's really easy to compile everything into sprite sheets if everything is in 100s, so I stole the idea of it. =]

40
Pixel Art / Re: Run Animation (Turned View) C+C
« on: December 14, 2016, 02:53:05 am »
Ah, fair enough, missed that a bit. Fixing that is easy, just show the chest more, move the shoulder that's closest to the camera farther to the back of the character.


Also, I really suggest always leaving areas free just in case on the canvas size when animating. I myself, for my game, use 100x100px for a sprite, although the characters range from 30px to 50px high. Gives me freedom. Just start doing this from the start of a project, just to save any headaches.

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