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[animation study] Super Pumpkin Girl
#16
personally i think that a third shade would be better than only 2

here is a little crap edit while im at work

[Image: 70abeab447214ac69e7dda15947928b0.png]

when making volumous things, more shades can help conveying the effect. this character is mainly spherical in all her pieces so you should shade putting that into account

I also don't really like the selout in many parts, I say avoid them and add shades, it'll make the sprites better and still easy to produce in bigger scale.
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#17
hows this? I had to brighten the jeans up a bit so the midtone wouldn't be a useless colour, I haven't touched the shirts shades yet and I intend to keep the eyes and mouth a solid colour as it is meant to be self illuminated.
[Image: spgidlesprite_r4_by_pushbombshell-d6plbz4.gif]
#18
I liked the first design and I thought it came across well as a stylized pumpkin.

this one kind of looks like a bag full of water.


But hey, that's probably just me.
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#19
you could probably make the pumpkin leaves look like a bow

But that is what I think about when I look at it
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#20
[Image: spgidlesprite_r5_by_pushbombshell-d6pmg79.gif]
reshaped the head a bit and re-positioned the eye also cleaned up a dodgey frame, it now looks a lot better when flipped which has been a concern for a while seeing as it is a platformer sprite.
#21
Looks like she has a flag on her head... I'd rework the greenery a bit. Other than that, looking good.
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#22
Why is her shirt the same color as her hands/ "skin"?
[Image: ndsMEF0.gif][Image: sig.gif]
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#23
Viper she has no skin, she is a pumpkin headed scarecrow, and so her hands are in fact possessed gloves, hence them being the same colour as her shirt Smile
changed the leaves and modified the stalk, I'm much happier with the shape and look of her head now.
I think I need to play with the breast shading atm it looks really weird just having a straight line.
[Image: spgidlesprite_r6_by_pushbombshell-d6pnn1x.gif]
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#24
I think the eyes should look away from the camera(either left or right), as the pupils look uneven in both size and angle and the back eye looks angrier/slanted more than the front.
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#25
hows this?
[Image: spgidlesprite_r7_by_pushbombshell-d6pnrk2.gif]

edit: well I'm off work on the sick, so I should probably make a list of animations the character needs and start going through them.
Run, Stop Running, Turn around, Running turn around, Jump (an arc with fall animation at the end), Duck Idle, Crawl, Blow fire, Blow fire in air, Climb, Hang from bars, Move under bars, Blow fire from bars, Push, Pull lever, Push button, Hide in background, Hide in foreground, Victory.
Past that I'd intend for unique death animations per death, a drowning animation, a burning animation, a shocking animation, etc. etc.
It seems like a tone but even if I only do some of it, it'll be good practice.

edit: quick update, I've explored the head a bit more in some design sketches, no much but it gets the idea across
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