AuthorTopic: WayForward Contest #2: Sprite modelling (updated rules)  (Read 75803 times)

Offline baccaman21

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #140 on: March 14, 2006, 04:25:14 pm
cheers for the help ptoing... recognise the style? ;)

I fudged the hands a bit... could do with a bit of a touch up. but overall I'm quite happy with that... not bad for 40 minutes?

I'll knock up an ISO/Boktai One later when I get a chance... although strictly speakling these old skool animated characters don't necessarily suit the iso format as they were designed to work 3/4 side on view... (easier to animate on those groovy old lightboxes [which reminds me... I wonder where I put mine?] hey ho!) Somewhere in this thread Adam comments that someone's sprite didn't work in silhohette... I'd like to say he's absolutley correct, particularly when it comes to animation... one has to be able to read the image regardless of the detail thats contained within it, there's also the notion of "negative space" the areas outside the image. Too much of one and not enough of the other and the graphic lose's that vital element. There's also the concept of mass and weight within those spaces, something an old colleague of mine who worked on the roger rabbit movie kept drumming into me... but it's very true... I'm getting off the point a bit here...

There's some great work demonstrated in these forums, and I for one I'm glad to see the art of the pixel isn't quite dead yet... long live the pixel pusher!

Anyway... enough diatribe from me. At some point I'm gonna do a proper introduction to everyone... when I get a chance...  is there anywhere on this forum where one can do that?

Thanks...

 
« Last Edit: March 14, 2006, 05:09:40 pm by baccaman21 »
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Offline ptoing

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #141 on: March 14, 2006, 04:28:17 pm
yup :D

btw, if you click on an image it get's zoomed in and shift-click zooms it out again :)
There are no ugly colours, only ugly combinations of colours.

Offline baccaman21

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #142 on: March 14, 2006, 05:49:20 pm
Ok... here's the slightly reduced version of Popeye... should be enough space in the frame for him to move around.

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Offline Turbo

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #143 on: March 14, 2006, 06:03:48 pm
Haha, that's sweet. Just look at that face. And the bellay :), awesome. The right forearm and hand could use a rework, maybe make the thumb jump out more and make the forearm look less flabby. You should look for examples of "selout" around the forum, to try to make the sprite look better in certain backgrounds. Some people like it, some not, but the info is helpful.
By your avatar and previous post, looks like you know a thing or two about art/pixelart. Feel free to share :)

Offline baccaman21

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #144 on: March 15, 2006, 12:24:03 pm
Ok... sorted the hands out now... added wisp of smoke from pipe... and slight mod on the left leg and crotch area.

- with transparency - on black - on grey - on white
- on broken colour

Thanks for the comments Turbo.  ;) and yes, I do know some stuff. I specialise in cartoony style character art and animation. Done my fair share of games proffessionally, I'm currently out of work and brushing up my skills having been a producer for the last 6 years. not to say I haven't been pushing pixels - just less than I used to.

Cheers.

;)

« Last Edit: March 15, 2006, 12:29:35 pm by baccaman21 »
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Offline Gil

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #145 on: March 16, 2006, 12:10:30 am
Ive always been taught

and it looks like the link faceless provided says the same thing

To set things straight. Planometric view is a view where all vanishing points are infinite, meaning that all lines that are parallel will appear parallel on paper too. Most planometric drawings place the vertical ribs orthogonal to the surface, meaning they are 90 with the "under side of the paper". The other two directions tend to be 0, 30, 45 or 60 degrees. There's for example the 0,45 called cavalier perspective (the one featured in most nes games, look in the background contest for examples). You've got perspectives with 30,60 and 60,30 like shown in Takam's example.

Another planometric perspective is the isometric perspective which is a perspective where one direction is orthogonal (straight lines up) and the other two equal, but mirrored, so this means that 30,30 is isometric. The middle of the three planometric examples Takam gave is isometric too however, as it's 45,45.

All isometric views are also planometric, and so alot of so-called planometrics are also isometric. Isometric isn't always 30,30, it can be anything, and so the pixelart isometric view (26,... or whatever) is a valid isometric perspective, and not a slightly altered bastardized perspective like some say...

Offline Ryumaru

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #146 on: March 16, 2006, 01:30:10 am
thought id show what i would have submitted but didnt.

got any comments for mine?

Offline baccaman21

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #147 on: March 16, 2006, 02:20:13 pm
looks good Rymaru - captured the the heavy legs style... and those knobbly knees ;)

Just 'finished'* this...





whatcha reckon?


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Offline initial_reality

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #148 on: March 19, 2006, 08:11:25 pm


I like this one better. He has a "I wanna punch someone" attitute.
While the other (open hands) is more like a wrestler.

I noticed you changed the design for the walk cycle,
it's great but I still prefer the other one.

Offline baccaman21

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Re: WayForward Contest #2: Sprite modelling (updated rules)

Reply #149 on: March 20, 2006, 11:30:49 am



I like this one better. He has a "I wanna punch someone" attitute.
While the other (open hands) is more like a wrestler.

You know something... I'm inclined to agree with you...
Quote
I noticed you changed the design for the walk cycle,
it's great but I still prefer the other one.

yeah I simplifiied the button configuration on his torso to make it easier to read (as well as animate) - plus I fattened his legs up as a bid to make him more like the images I was seeing off popeye all over the web (he seems to be very bottom heavy) - I also 'made more' of the peak of the hat too as I felt this wasn't present previously - and finally I altered the shoe color to balance up the color design between his neck scarf and shoes - in retrospect I think I prefer the brown shoes.

Hey ho... thanks for the feedback though. I've been thinking alot about popeye since doing this and it's struck me that surely the time is right for a Streets of Rage/Battletoads/ TMNT/Double Dragon style game using these characters. Popeye is so versatile a character to animate, particularly for whacked out combat moves once he's consumed a barrell load of the green stuff... (I'm talking spinach here guys) ;)

I might do some more sequences... or possibly some of Bluto and Olive - just to round off the set... whatcha reckon?
« Last Edit: March 20, 2006, 11:35:12 am by baccaman21 »
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