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@MikeDH720: I've been thinking the same for a long while, but thing's that the Deadpool is not really mine, it's for a mugen Deadpool character made by this guy called Infinite. I was just commissioned to make new animations for the character. If the character was mine, I would fix the palette, but that's his default palette, so yeah. Also, now that you mentioned the lightsource does seems a little off, at least on his arm. I wanted the light to come from above, but not sure if I got that to look right. If anybody got a suggestion to fix that, I'll change it right away.
@Lexou Duck: That's the idea.
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Glad to see more original animations for The Unlimited's Deadpool, seeing the blatant animations from Cyclops was painful when playing as him way back when.
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I'm glad to not be the only one to think that, though these are really for Infinite's edit of Unlimited's Deadpool. Get the current version over here! It features my versions of the stand and walking animations, and will have an update once I'm done with the backwalk~
Speaking of the backwalk:
I was told by a friend of mine it looks like he has more than 5 fingers on his hand. Not to mention I'm not sure if I'm too fond of how I made the hand look in the animation. What do you guys think about it?
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09-22-2013, 01:21 AM
(This post was last modified: 09-23-2013, 06:25 PM by MotorRoach.)
Slight update. I had help of a friend of mine with the hand in one frame, so I proceeded to reanimate it into the rest of the frames.
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09-23-2013, 06:19 PM
(This post was last modified: 09-24-2013, 08:15 PM by MotorRoach.)
I'm so happy. Comments?
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10-09-2013, 07:40 PM
(This post was last modified: 10-09-2013, 07:42 PM by MotorRoach.)
Happy birthday, Sketchasaurus
I'm not sure what I tried to do here, I just know I wanted to try something a little more colorful looking this time.
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Damn it, these constant disappearances of mine. This one was kind of a long one.
I found this CvS styled Zero sprite of mine on my folder, and thought I'd try animating it, but in an attempt of recreating how his idle was in Megaman Zero instead of just copying the one from SvC Chaos: SNK vs Capcom. I kind of feel like making a full sprite set for him in this style, whaddya all think?
And, while I was away, I finally got to finish my Knuckles remake for SRB2:
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Sorry for not much content lately. There hasn't been much sprite related stuff these days (if there was, it was really minor works and projects). That and I've been trying to practice other methods of digital art that aren't pixel art. Feeling a bit stuck here and there when it comes to it, but I am practicing to get more used to it and to improve. I'd post some works in here, but since it isn't pixel art, I'll post something else.
On another forum, there's someone trying to work on Jean Grey, and I wanted to contribute by trying to animate the idle. Here's the original:
Here's my try at it:
Been trying to understand how the animation style for X-Men: Children of the Atom (which is also the same as other Marvel arcade crossover games) works like. Characters do have quite the movement just in their idles, but it's some times hard for me to decide what could be done for someone like Jean. For those who are not familiar with those, here are a few samples:
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That looks p. awesome Roach, a nice step up, a few things i'm noticing though.
in the CotA sprites:
- as they animate the shadows move about showing definition (Rogue and Cyclops more so than Psylocke)
-- you could probably thicken the shine around Jean's thighs, making em look more baseball bat esque as she raises up
- the hair seems to be going willy-nilly as they bounce around
-- Jean's hair could use some more bounce around the top/top-back.
- her belt and groin should move up just a bit as the legs do, it looks somewhat stiff and unnatural, when it could be so much more expressive
Maybe take a crack at copying the idle, then really exaggerating highlight colors and movement of her body parts more
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Thanks for the advice, it did help on the sprite.
So far, this is the closest I got into making the animation look natural to the CotA sprite style. Think I could change anything else in here?
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To be honest, it is likely I might need advice on his sleeves, and maybe brightening for his lower body so far, if anybody feels it's necessary in there.
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So, I recently took this really big commission where I'll be working on a complete animation set for a Street Fighter 3 styled Hitmonchan. Today, I've got to finish the stance animation. Wanted to know if this looks good to send to the guy already.
The stance animation was originally sketched by my friend Balmsoldier, who will be working along me on this.
Thanked by: StarSock64, Crappy Blue Luigi, Sketchasaurus, ~DrakoRero~, psychospacecow, Iocus, Kosheh, Zadaben, Thor, Iceman404, recme
i like it, however something about his skirt animation seems off. try making it animate along the swaying motion of his body.
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Thank you, Gors. Something was bothering me about the skirt movement, now I can feel satisfied with the animation.
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05-19-2014, 07:56 PM
(This post was last modified: 05-19-2014, 09:27 PM by MotorRoach.)
Was depressed these days, so I tried to get back into the spriting mode by practicing the CPS3 JoJo's Bizarre Adventure sprite style. Decided to do so by making something I could have reference of, so I chose to remake part 2 Joseph from the game. Original reference sprite on the left:
Reason I felt like making Joseph is because the one in the game is nothing more than a sprite edit of a major character in the game, so I figured I'd try to make Joseph with his stance from the JJBA All Star Battle game, give him his scarf, and NOT make him have a body that's 70% legs (although I'm not sure if I got his abs and torso done right). It was only a bit hard to add the scarf and yet keep the 15 colors limit. Also, tried to make made some alternatives, since I have too many of them that I like, and to see if I could make the scarf colors stand out more while still maintaining the color count limit.
1. Capcom palette
2. All Star Battle
3. Medicos Entertainment's Super Action Statue
4. JJBA anime
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