11-05-2015, 09:24 AM
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Collection of sprites
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11-05-2015, 09:40 AM
I like it, but the second darkest skin tone is too dirty, to me at least. Other than that, amazing.
Thanked by: StevenB
(11-05-2015, 09:40 AM)Joxon Wrote: I like it, but the second darkest skin tone is too dirty, to me at least. Other than that, amazing. The style is supposed to be Guilty Gear, so I decided to take the skin pallet from one of the characters from Guilty Gear X (Dizzy); I think the mistake that I made, however, is that the other colours that I choose didn't really have a good chemstry with Dizzy's pallete. I tried to take most of Dizzy's pallet to help with making the character feel 'in-style' but maybe the blue I used on the clothing clashes too much with it. Colour chemistry and colours in general are subjects that I haven't even begin to scratch the surface of, and it's something I want to study more. Thanked by: Joxon
11-06-2015, 09:55 AM
i like your sprites and that lucina omg
but her hair bangs are kinda clumped and not looking like hair, I would add a little more indents on the outline to make it look more like hair
11-07-2015, 08:35 AM
(11-06-2015, 09:55 AM)Gors Wrote: i like your sprites and that lucina omg Much appreciated, thank you! And good catch, I've fiddled around with it a bit more, do you think this improves the bangs:
11-07-2015, 06:33 PM
Stance and crouch. Both animations are still a bit rough around the edges as there are some jumpy pixels that I need to attend to, but overall I thnk it's as decent a start as any.
11-08-2015, 10:57 AM
Looks smooth as heck, i need to point out the animation on the hands in the idle stance though. They arent deaccelerating before changing directions, you may want tp do that to increase smoothness.
Thanked by: StevenB
11-08-2015, 12:29 PM
His knees and forearm are doing some unnecessary jittering during some frames of the animation which makes it look a little choppy. Other than that both animations are pretty school.
Thanked by: StevenB
11-10-2015, 05:10 PM
(11-08-2015, 10:57 AM)Gors Wrote: Looks smooth as heck, i need to point out the animation on the hands in the idle stance though. They arent deaccelerating before changing directions, you may want tp do that to increase smoothness. Much appreciated! Also that's an insanely good catch, I hadn't even considered that to be honest. Would you suggest playing with frame delay or adding entirely new frames tho? I'm a bit hesitant on adding more frames but willing to expiriment. (11-08-2015, 12:29 PM)kidicarus29 Wrote: His knees and forearm are doing some unnecessary jittering during some frames of the animation which makes it look a little choppy. Other than that both animations are pretty school. Yeah there are still a couple of jitters and titters going about in the animation unfortunately but I hope to resolve those whenever I get time to work on it.
11-10-2015, 08:34 PM
here's a slight edit, WITHOUT adding any frames. It only edits his left arm (as it's easier to edit)
it's still jittery, but the catch is: NATURAL MEANS ELLIPSIS. "what gors wtf is this shit? What does punctuation have to do with animation gosh darn it" When we start our first character animation, we're all like "oh man, just draw frames one after the other! it'll work!" And it does, but you might end up getting what we call a "Noob Bounce", which is when the bounce is caused by reusing frames. for example, this NES Ryu sprite uses the middle frame twice, which causes an unnatural animation, even if it's smooth. Old games used this technique to save up memory space, and it worked at the time. But it's not exactly waht you want here, right? another example would be a waving hand animation. when we imagine a character waving a hand, we probably imagine this diagram for the frames: But if you analyze its PATH, you'll see that it's really artificial looking: a PATH is the imaginary "line" that something moves on - in this case the blue ball that represents the hand position. Since the blue ball cannot move "outside" the PATH, then the result is a really choppy and robotic animation. If you do this gesture IRL, you will notice that your hand will not follow a perfect arc, but an ellipsis - an elongated and curved circle. (the diagram is kinda confusing, but imagine the 2nd frame being the upper middle hand and the 4th frame being the lower middle hand) This slight difference between frame 2 and 4 is what gives the naturality of the animation. Sometimes, doing this slight edit will suffice, but to maximize naturality, you can add slowdowns in the in-betweens. Normally, we'll want to spread the in-betweens evenly as shown here: But instead of doing this, add more in-betweens next to the places the ball changes direction, so NONE of the frames repeat at all: Then go adding more in-weens, obeying this principle. The tip is, imagine extremities (such as head, hands, feet) as balls, and put them in an elliptical path. Then, on the peaks, add more in-betweens. This will add an extra "soul" to the animation.
11-11-2015, 03:14 PM
That was a really interesting read Gors, I really appreciate that you took the time to write down the concept and provide pictures, in general the feedback from this place has been really insightful and it's really making things a lot more fun. I haven't really gotten into the momentum with spriting yet but I do feel as if I have direction again in terms of what to work on.
Could you perhaps providet he sheet of the left arm fixes so I can better examine them? I also want to adjust the flow of the other arm based on them. (I may tackle polishing the crouch beforehand tho if I can find the time).
11-12-2015, 06:30 AM
Can you try to make full sprite sheet of Beluga, Woolen, Packy and Mighta in Bust-a-move 4 GBC style?
11-12-2015, 08:11 AM
don't hijack others threads for your own requests.
warned, as this is your second time breaking rules.
11-18-2015, 04:31 PM
12-19-2015, 06:26 PM
Took another jab at animating- this time in Photoshop to expiriment with the options available (I previously used Beneton). I also tried out a blur technique and I think it has potentional. The first blur frame definitely needs major adjustements though. I also worry about the lenght of the legs being consistant.
After I play more with this, I'll go back to fixing up the stance with the received feedback. |
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