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10-14-2014, 05:32 PM
(This post was last modified: 10-15-2014, 06:39 AM by Kelvin.)
Nice muscle refs! Thanks a bunch, Farmer! Also, thanks, Key, for the lifebar ideas. I'll see what looks good with them.
Drew this last night at the laundromat. Decided to try the way everyone else was going about it by putting color blobs over a skeleton, instead of my usual method of starting with a parts bin. I think it came out alright, and it actually took less time to draw than normal.
[EDIT]
Dunno if I've shown this before or not, but I drew diagonal frames for Red.
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10-18-2014, 12:10 PM
(This post was last modified: 10-18-2014, 12:26 PM by Kelvin.)
Fixed the leg and tried out an animation for Rena, and did the idle for Dust. I tried to make Rena's movement more subtle, but it seemed hard to see at all when I did.
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Dust looks nice, but I think renamon is too lanky.
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Any particular part of her? Arms? Legs? Torso? Or does the whole thing need to be bulked up? Because, apart from the thighs, Renamon is a pretty thin character in everything I've seen of her.
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I honestly think it's pretty accurate.
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(10-18-2014, 04:25 PM)Midi Wrote: Any particular part of her? Arms? Legs? Torso? Or does the whole thing need to be bulked up? Because, apart from the thighs, Renamon is a pretty thin character in everything I've seen of her.
I don't think bulking it up will help, but I think possibly shortening the legs will help. I know she is a lanky character but I think you might have over done it.
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I thought I'd finished drawing Midi's sprites. Well, I was wrong. See, for Shacklebolt, the current running animation doesn't work well at high speed, and the more cat-like bounding example I was given to work with doesn't work at low speeds, so he needs two animations. Now to keep things even, Midi needs two animations, since looking closely, the other animation with him leaning forward didn't work so well at low speeds either. Soooo, yeah, slow version.
I'll fix the hair to make it bounce later on. Also, just remembered some other frames that need to be done. >_<
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Been a while since I drew any pixel art, so have these:
That little car was gonna be a background piece, but then I thought it would be funny to have Midi riding an undersized kids' car. Also, Jump 'n' Shoot Kid. I tried two versions of the cyan for him; not sure which one looks better.
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Small update on Megaman. I changed his head to a side view because I couldn't get the shape to look right in 3/4 view. Also I have standing and jumping for neutral, shooting, and holding. Running will come next.
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Hey, lookin' pretty good so far! It's fun to reinterpret ol' Mega's design, ain't it? Everything looks pretty OK here, but I think Mega's face could be redrawn. His new nose looks a little long and I thought his old face looked just fine. Also, why not flatten the bottoms of his feet more when he's standing? It'll ground him in place a lot more effectively.
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How's this? I kept the side view for the running cycles.
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I was recently commissioned to do a sprite for someone of a giant bluejay that eats people. Drawing the body was easy enough, but I'm having a bit of trouble making the arm look right. Currently, the arm is just a red blob as a placeholder. My problem is I don't know how to make the hands look good at this size. Also, I know the belly gets inordinately-sized in comparison to the throat lump; that's just so he has a bigger version of the character.
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Nevermind. Finished the arm, and added myself as test prey. XD
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(11-15-2014, 09:17 PM)Midi Wrote:
Nevermind. Finished the arm, and added myself as test prey. XD
It's looking really good!
However, you need to work on refining. The line art for the current image is kinda' jaggy. The stomach loos sharp at some points even though it's arguably the roundest part of the bird. Here's an image I took from E-Man to illustrate how to solve the issue.
Another thing is the shading is pretty odd. Some shades you use only for one part of the face. You can disperse these across the entire piece.
The shading also suffers from being jaggy at parts, and different parts of the body don't seem to cast or receive shadows (namely the arm). Use your shading as a way to accentuate different parts of the body.
Here's a visual of what I mean.
It's like when you write a paper, just look over it a few times and teak it to perfection. Chances are you'll always miss something.
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Thanks for the help. I went through and smoothed a bunch of it, made a few changes that my commissioner pointed out as well. Here's the final accepted version:
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