AuthorTopic: anatomical skeleton (a start to a beat-em-up game)  (Read 2272 times)

Offline Ultimaodin

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So I'm about to get started with actually starting sprites entirely from scratch. Unfortunately I have this horrible issue of not comprehending anatomy no matter how many books I read and how many references I look at and analyze.
So for that fact I decided to start my fighting game with an editable start off point of the skeleton. This way I could vector it and move the limps before adding muscle and such to bring it too life, therefor having a base and general idea of how the anatomy of the character will come together.

Of course this means I need the lengths and what not of the skeleton to be correct, which comes back to my anatomy issues:



That's what I have so far. It should be easy enough to understand I hope.

Hope this makes sense to people. :)

Offline WM

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Re: anatomical skeleton (a start to a beat-em-up game)

Reply #1 on: July 16, 2010, 02:59:21 am


Make sure to keep the stance erect. His shoulders and backbone droop back right now and throw off his center of gravity.