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Midi, you seriously need to relax here, I mean, like seriously. The point of this thread, as I understand so far, is to point out our opinions on what you present here. I never called you an art thief, I simply said that your edit was too similar to Iocus's, with that said, I know he used your character as a reference, but, you can see that in his edit, the drastic changes that are the arms, and the legs. Now, you can argue that his edit is too resembling of yours, but that is because he did that to show you a better way to shape what you were attempting. Now on to the idle animation here the hair doesn't seems really fluid, a bit too stiff, the fur in the face doesn't move, and the hat doesn't react at all to the movement, also, the tail movement looks a bit awkward, but I am not really sure how I would make it look natural in 4 to 6 frames, I'd say just look up some sort of reference from Tail sprites for that.
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05-08-2014, 06:32 PM
(This post was last modified: 05-08-2014, 06:33 PM by Kelvin.)
Sorry I lost my head there. I've just... well, not gonna go into details. Long story short, work sucks, and my mom's an abusive bitch, and that's no exaggeration. Sorry I took my anger out on you; I just find the internet is a safer place to vent and sometimes lose sight of who I'm venting at.
OK, so I think I see what you're saying about this. I made the hair a bit more flexible and made the cheek fur move. The tail seems stiff on the upper half, so I'm figuring out how to make it work better. Maybe I'll have the curl squish a bit or something and see how that looks. I have no idea how to make the hat move without it seeming awkward.
Thanks for the feedback, even when I wasn't so gracious about it.
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Here's the updated version. Hair moves differently, and I gave the tail a rocking motion so hopefully it doesn't look so stiff.
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Hey, this isn't half bad!
The forearm is kind of shrinking into his arm though. Try making the elbow area larger to compensate for the arm moving back.
I was going to suggest varying the angle of the fist on your last post, but I think you fixed it...
The tail bugs me the most, however. It's kind of squishing at the bottom part in a strange way, and I don't think the movement really goes with the body's movement.
I don't have much of a basis, but I'd predict that since most of the weight is on the curl at the top of the tail, that part would do most of the bouncing, whereas the bottom part, which is basically the part that connects the tail to the body, would remain almost static (having an unstable hinge is not a good thing!)
Oh, there's also some jittery pixels on his right leg's thigh; make sure the shapes stay uniform or that they grown and shrink in a way that properly conveys the change in perspective and position from one frame to another (as opposed to just changing randomly.)
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I fixed the elbow, and thanks for pointing out the thigh. I'm working on the tail now; the look I was going for was that the bouncing motion was making his fur wave.
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Sorry for bumping, but I have two things to show. First, update on the idle pose:
And the beginnings of my running animation.
I decided since I'm working with much larger sprites than usual, it would be better to start sketching it out and see how it flows. I know the one arm disappears; I didn't draw it because I expected it to be obscured by the tail, so I could just add it in later if need be.
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Old vs. new on the pengrunt sprite. New color palette and waddles properly.
And, first frame of my TFR running animation.
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05-15-2014, 06:02 PM
(This post was last modified: 05-15-2014, 06:03 PM by TheShyGuy.)
The one frame when the pengrunt moves forward looks weird since it only happens for one leg.
I don't think there's running in tFR? I could easily be wrong, but I think there's only walking forward and back?
It might help to color "bones" differently so it's easier to see if they flow good or not. It's pretty tough for me to really judge how the rough draft is since there's not much to differentiate things.
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(Dangit, first critique)
Put simply, I think there needs to be more shading.
On the running sprite, (I'm just not gonna bother with the idle GIF) I put EPIC BLUE BOXES around where I put shading to show what I mean. I think keeping it unshaded would make it look flat (if that's what you were doing just ignore this), so I hope that this critique with EPIC BLUE BOXES will help.
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05-17-2014, 09:10 PM
(This post was last modified: 05-17-2014, 09:12 PM by Omnikariz.)
(05-17-2014, 08:36 PM)Quirby64 Wrote: (Dangit, first critique)
Put simply, I think there needs to be more shading.
tFR's shading style is supposed to look flat and simple.
Quote:The shading is simple, with very few shades.
tfr's style is suppose to be simple and thats it.
i dont think any flat sprites are found in the rest of the style, so there shouldnt be an excuse to add more shading to midi's tail
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05-23-2014, 07:52 PM
(This post was last modified: 05-23-2014, 08:16 PM by Kelvin.)
OK, real quick, which is better? The bluish trees or the greener trees?
Also, worked on Silver's wing a bit, and added contrast to the outlines on his white/gray parts.
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05-23-2014, 08:03 PM
(This post was last modified: 05-23-2014, 08:43 PM by Omnikariz.)
id say bluish, it matches the grass which looks better in my opinion
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Thanks. Also, my tiles are currently closer to the GBA style tiles from Pokemon RSE, but I was wondering if I should change them to look like the ones from DP.
You'll notice the DP tiles have lower contrast and a somewhat flatter look that my sprites seem to stand out against better. Do you think I should go with something like those? Or should I stick with the style I have now?
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05-25-2014, 03:52 AM
(This post was last modified: 05-25-2014, 03:53 AM by Paladin.)
Eh, I'm personally not a fan of the graphics in the DS pokemon games,
and I think the GBA ones are the best looking in the series (more specifically Firered and Leafgreen).
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