AuthorTopic: (WIP) tactics character(s)  (Read 39881 times)

Offline dragonrc

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Re: (WIP) tactics character(s)

Reply #50 on: February 08, 2007, 06:39:20 pm
@entivore
Wow, thanx that image will help a lot. Especially with the left foot.

@Adarias
 :o Amazing sprites. I'll try to do the animation with a wireframe, I hope it will turn out as good as yours :D
Maby I should post the wireframe when I finnish it first.

Thanks guys, I'm really thankfull for your help

Offline dragonrc

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Re: (WIP) tactics character(s)

Reply #51 on: February 10, 2007, 05:48:17 pm
I managed to put something together, I only made the wireframe because I want to have the movement right before I start the sprite;)


Thanks again adarias for the advice about the wireframe ;D

Offline dragonrc

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Re: (WIP) tactics character(s)

Reply #52 on: February 10, 2007, 10:30:29 pm
I managed to put something together, I only made the wireframe because I want to have the movement right before I start the sprite;)


Thanks again adarias for the advice about the wireframe ;D


EDIT:
Just made this for fun :D :




 :durr: why did I press the quote button instead of the modify button :huh:
« Last Edit: February 10, 2007, 10:34:14 pm by dragonrc »

Offline AdamAtomic

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Re: (WIP) tactics character(s)

Reply #53 on: February 10, 2007, 11:09:32 pm
vast improvements - you are headed in the right direction, keep it up!

Offline dragonrc

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Re: (WIP) tactics character(s)

Reply #54 on: February 11, 2007, 12:00:25 pm
UPDATE:

With frame (it's slightly different of the one without but that's because I edited some frames afterwards)


Here it is, the new walk animation. (the second one is with an edit, but I'm not really sure about it...)

I think it has improved but the left leg is looking unfinished to me...

Offline sharprm

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Re: (WIP) tactics character(s)

Reply #55 on: February 11, 2007, 01:32:53 pm
This has really improved but i still think there are some problems. As the feet are sliding along the ground (so their height won't
be changing) shouldn't they follow that straight line (that is 2 across, then one up, then two across). His (actual) right foot
seems to be too far down just before it lifts off the ground.
Modern artists are told that they must create something totally original-or risk being called "derivative".They've been indoctrinated with the concept that bad=good.The effect is always the same: Meaningless primitivism
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Offline dragonrc

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Re: (WIP) tactics character(s)

Reply #56 on: February 11, 2007, 07:17:59 pm

Hope this fixes it ;)

Offline dragonrc

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Re: (WIP) tactics character(s)

Reply #57 on: February 14, 2007, 12:48:57 pm
The coloring has begun!:

With or without the gloves with gold?
Any other crits? I'm sure there will be, I don't think it's really bad but something seems wrong.

edit:
fixed the broken link

Offline ndchristie

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Re: (WIP) tactics character(s)

Reply #58 on: February 14, 2007, 01:09:27 pm
im feeling as though there isnt enough to his design.  The blue hair + blue uniform = flat, the desate midvalue gold + desat midvalue blue = flat.  If you could, i would try to break him up into at very least two main values and two main colors.  the gold is a good start but i think there should be more of it and brighter.  also, i had liked the nice firm lines yould had on the walk cycle, id bring those back were i you.  Thats all design stuff though, this one is well aligned and a significant improvement over the beginning
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Offline Delgneith

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Re: (WIP) tactics character(s)

Reply #59 on: February 14, 2007, 03:43:14 pm
I really like how far this has come but feel the new version with the armor still has the same problems as the old one.

Why not try making his legs and arms a different color to help the chest piece, gloves and boots or whatever stand out a bit more.

I also think you have got to get away from highlighting absolutely every little section of the armor with the same value high light. It really creates a weird optical effect and stuff further away from the light or blocked by something in front of the light it would receive, shouldn't be as bright as something right directly in the sunlight. I'd say worry less about trying to get the armor "shiny" right away and more about getting your general volumes down and add some more colors to the armor so it doesn't look like a big blue jumpsuit.