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Messages - Ignacio
Pages: 1 [2] 3

11
Pixel Art / Re: [WIP] Valor Dump - New WIP Fence and WIP Run
« on: February 09, 2009, 11:53:09 am »
Mmmm... I have a problem with the high point... the raised leg raises too much, IMO... somebody agrees?  ??? I would incline his spine a bit, as well...

12
Pixel Art / Re: Walking Sprite
« on: February 08, 2009, 08:39:18 pm »
Yup, that, and... wasn't it supposed to be walking? I think he is running... I mean, if you know he is running, then it' s quite good, but if you think that this sprite is walking, there' s a LOT to criticise  :)

13
Pixel Art / Re: Walking Sprite
« on: February 07, 2009, 05:26:04 pm »
Yes, animate it!  ;D

14
Pixel Art / Re: Anti-Pillowing
« on: February 04, 2009, 06:07:02 pm »
As a humble newbie, I must ask... what is pillow-shading?

15
Pixel Art / Re: Simple animation
« on: February 03, 2009, 02:56:00 pm »
Oh, Robotacon, I was not trying to start an argument, I was just asking because I didn't  really understand what you meant.  :)

16
Pixel Art / Re: Simple animation
« on: February 03, 2009, 01:30:50 pm »
Exactly, Pype...

To clarify... I am a runner (Well, basically I am a biker, but I swimm and run as well...) so I know what I am talking about when I say that there are different ways of running.  ;D

What Pype said is not 100% accurate in real world, to be honest... I remember a British 400 meters runner who was famous for keeping his spine totally vertical (I can' t remember his name, but he was amazing... Totally vertical spine, even in the corners...). So, to summarize... EVERY person RUNS different.

BUT

We are not biomechanics... We are "artists" and we are supposed to do art. One of the biggest steps I gave in my path to be an "artist" was when I started to think less about reality and more about what I wanted the observer to feel. ¿Notre Dame and the Eiffel Tower are 2 kilometers away? Ok... Who cares? If the observer is playing a game located in Paris and he wants to see one background in Notre Dame and the following one in the Eiffel Tower, give him that.

Same here... The slower you run, the more boooooouncy and the more vertical the spine you do. (For example, I like to do loooong steps when I run, but when I do stamina trainings with someone who is slower, I must do the step A) Shorter B) slower... I decided to do it slower, so, what I basically do is running doing loooong and high jumps) The fastest, the less bouncy and the most horizontal the spine must be. If not... see the master:


 ;D

17
Pixel Art / Re: Walking Sprite
« on: February 03, 2009, 01:18:41 pm »
Well... Some critics...

I wouldn' t use a stickman...You can't know which leg is closer to the observer, same with legs... I would use a 5 colour guy... red and dark red for the arms, black for torso and head, blue and dark blue for legs, the closer leg to the observer the brighter... Also, remember that white background is not your friend... When you colour, you' ll think the colours you are using to colour your guy are too dark, and you will use too much contrast (Contrast? I might be pissing off here, I still lack of approppiate terminology) to "fix" that... which would be an error.

Then, you seem to have some problems with anatomy... forearms seem to be too short for me, for example.

Your guy does a horseshoe when does the recoil... soften that a bit... Also, I would never move the torso to left and right in my animations... I mean, I could "move" the shoulders, showing the chest of the character a bit in the contact frame, the back a bit in the other contact frame, but that's moving the torso through an axis that remains quiet... You move the "axis" of the torso. I *think*, (unless a more experienced artist contradicts me) that' s a no-no.

For me, it seems that you "imagined" what a person do when walking, and you made it... Which shows that you have good eye for animation, because you basically nailed the typical poses experts use to make a walkcycle, congratulations, but I would encourage you to research a bit and nail it even more... One reference I like to use is the famous:


18
Pixel Art / Re: Simple animation
« on: February 03, 2009, 08:18:46 am »
Robotacon, I don't get you... Are you critizising the motion or how I "mounted" the frames? Because, yeah, my Indy is static, like moving in a treadmill, but because I "mounted" the animation to look that way... If I "mount" the animation to do it dynamic, it is dynamic.



Look at the foot when he does the passing... Static in the floor, same amount of pixels for the foot, ever... I am sorry, maybe I missunderstood what you say...  :'(

19
Pixel Art / Re: Simple animation
« on: February 02, 2009, 04:59:48 pm »
Spacing! Good to know another tecnical word, I really need them.

The spacing of the arms are not even, not . . . . Tho there is a little error there as robotacon pointed out.

The world I was not understanding there was "EVEN". Do you mean "even" as an "adjective"? Equal to "uniform"?

Then I agree... Sorry for hijacking this thread with this "discussion" (If there is another place where this should be made, please, point it to me), but don' t you think that, the more cartoonish, the most (.. .   .     .     .   . ..) and the less (. . . . . .)? (How would you express that; The more cartoonish, the more spaced, the more realistic, the more even?)

For example, if you see Usaian Bolt running, his spacing is almost even, if you see a cartoon, the more spaced the movements of the arms are. Same with bouncing. Profi sprint runners doesn't bounce. Cartoons do. (At least that' s what comes to my mind if I try to visualize them running...)

And, to finish, I post an unfinished animation of mine, with lots of errors, I know (The arms shake between in high point, contact, recoil...) but would probably show what I mean about spacing.


20
Pixel Art / Re: Simple animation
« on: February 02, 2009, 02:24:37 pm »
Actually the spacing on the arms is NOT even, but it certainly is not overly refined, but definatly not . . . .

Sorry Sven, I don't understand a word...  :D You mean "Don't  mind the arms, I didn' t took attention to them"?

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