AuthorTopic: helicopter  (Read 4000 times)

Offline Seiseki

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helicopter

on: October 15, 2014, 11:39:31 pm
So I've been working on this helicopter for more than an hour now and I still don't quite like it..
I've just been trying to work up to the point where it looks good, but I've yet to reach it..



It's missing something, perhaps it's just boring because of the side view.
But it's for a sidescroller so I can't add much perspective..

Offline Cyangmou

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Re: helicopter

Reply #1 on: October 15, 2014, 11:58:44 pm
some quick thoughts.

"Because the beauty of the human body is that it hasn't a single muscle which doesn't serve its purpose; that there's not a line wasted; that every detail of it fits one idea, the idea of a man and the life of a man."

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Offline Seiseki

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Re: helicopter

Reply #2 on: October 16, 2014, 12:58:52 am
Nice! The way you shaped the tail looks great!
I'm tempted to try it, but I also want it to look sorta like a Huey.
The gray rims and nose makes sense, but when I tried it, it popped out too much..

I've been redrawing panel lines and moving things back and forth.. But I'm not really sure if it's getting better or worse..



Update:

Ok, I need to stop going back and forth on this.. Better look at it tomorrow with fresh eyes..



It did made me re-evaluate this tank though, which was extremely dark..



I also realized just now I've been doing this with f.lux active which lowers the monitors color temperature during the night.. It's probably gonna look way too bright tomorrow..  :blind:
« Last Edit: October 16, 2014, 01:23:38 am by Seiseki »

Offline Seiseki

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Re: helicopter

Reply #3 on: October 16, 2014, 02:34:10 pm
Did some more work on the helicopter and I made another variation of it, for troop transport :)



Also, this guy:



Update:

Can't seem to figure out how to animate a rotor that spins really fast..
But I have a few ideas.. I've never really learned to animate fast motion and motion trails though..

« Last Edit: October 17, 2014, 04:20:41 am by Seiseki »

Offline Seiseki

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Re: helicopter

Reply #4 on: January 09, 2015, 06:58:41 pm
Finally got back to working on this.
A few more vehicles and more characters..

Offline Pix3M

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Re: helicopter

Reply #5 on: January 10, 2015, 02:20:06 am
Fewer the frames, faster it can animate



In future cases, animating with very few frames is gonna sound very choppy from intuition, but it's how to space your frames from point A to point B that affects smoothness, not how many frames you necessarily make

EDIT: Wait, I just realized that you name is familiar. How did we get confused about the animation speed? O__O

Offline Seiseki

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Re: helicopter

Reply #6 on: January 11, 2015, 03:06:08 am
Haha, yeah, I meant rather, how would I draw it when it's spinning at max speed..
I did try doing what you've done, but I never posted it. And I realize now that what I did post seems like the actual attempt :D

What I actually ended up with was this..
Kinda weird though, haven't really seen it in action yet..





Offline Pix3M

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Re: helicopter

Reply #7 on: January 12, 2015, 02:36:50 am
Aha, I think I know what you mean now, and I have a really stupid trick to show you





Tried to merge frames from your other WIP following this trick I'm using, but only managed into a 4-frame animation where 3 is more ideal, and that it's so foreshortened that it wouldn't read well

Offline Seiseki

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Re: helicopter

Reply #8 on: January 26, 2015, 11:55:52 am
This is what I ended up with, following your guide, thanks!  :)



More vehicles and sprites..



Edit: Ops, linked the same image twice.
« Last Edit: January 26, 2015, 12:49:01 pm by Seiseki »

Offline Decroded

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Re: helicopter

Reply #9 on: January 27, 2015, 10:31:07 am
loving all this stuff dude keep it coming :y:

not digging that rotor blade at all tho, the colours or the animation.
i actually think pix3m's 2 frame animation is better.
u could experiment with other ways too such as theres a coloured tip that blurs off behind it...

also suggest to refer back to cyangmou's edit where the glass was nice and shiny and stuff.

i personally think the blue background competes too much with the sprites and could back off the saturation a touch but that could just be me, at least u have adequate outlining to pop the sprites.