WIP (Work In Progress)
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Metaru
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Quote Metaru Replybullet Posted: 19 July 2007 at 1:04am
how he looks like the camera was following him from the ground. the rigth feet is ok, maybe his left one could madvance a bit more.

could you post the original frontwalk in block mode? i think it's the way it should be made, it just need some fixes on small details.
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M.E.
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Quote M.E. Replybullet Posted: 19 July 2007 at 1:07pm
Hello Metaru,

Well, I thought the general build of the previous one matched
more the right/left walk.

The old front walk was indeed much more dynamic, in case
you were aiming for that one?!?!

Here is what I came up with (a little shift here and there
because I didn't know much about reference lines at first :) )



Do you want me to really work this one or go back to the previous
one to edit what you thought was bad?


Any other comments?

Best regards from

M.E.


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Quote M.E. Replybullet Posted: 22 July 2007 at 8:50am
Hello All,

Thought a little while and personally I think
the figure should not change width/height because
you got a feeling that it is an entire different person.

Since the rightwalk and leftwalk person is pretty
satisfactory (maybe some color change) I decided
to go back to the thinner / longer figure I had
before.

I however tried to match the style of walk from
the first frontal walk.

This is what I came up with:


And with outline:



I think the leg-movement is working well, but the
dynamic arm movement is maybe too dynamic?


What do you think?


Thanks in advance for your feedback. I appreciate
all comments and advices!

Best regards from

M.E.
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Metaru
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Quote Metaru Replybullet Posted: 22 July 2007 at 10:21pm
as you said, is exelent. its even more smooth that previuos version. congrats for such achievement.

now i'll list some points that need revision in this edit:
  • the arm movement isn't dynamic at all. it rathers looks a bit random. however, in the previous edit the movement was really achieved. you could try to implement it in this version.
  • those legs looks as he was wearing one of those pants that M.C. Hammer used in the early 90's. the division between the legs should be a bit higher (two or three pixels above its current position)
  • his left shoulder is two pixels higher than the rigth one.
  • remove the black outlines in the torso. that's why he looked a bit female in the old version(it looks like he has a waist, when he sould be 'almost' a rectangle.)
  • in the up-down movement, his shoulders doesn't follow the rest of the body. also, while the torso makes a 2px movement, the head only moves 1px. i suggest kept them in 1px. otherwise it would be a bit exagerated.
  • when the left foot is in the back, its a triangle. try to make it more rounded.
  • those arms... avoid trying to make the muscles using the outlines. leave that job for the shading. try to make them more regular during the animation or else they will look like tentacles :s
that's all for now. this's the best version, it just needs some tweakings.

on a side note, i'm glad to see that you've shared some comments with the rest of the users in the Wip forum. See? wasn't that hard.
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M.E.
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Quote M.E. Replybullet Posted: 22 July 2007 at 10:41pm
Hi Metaru,

WOW, thanks a lot on those points!

You are of course right on all of them!
I laughed when you mentioned MC Hammer, I thought
I would clean it up when doing the colors, but you are
correct that I must pay a little more attention to those
things. Likewise on the outline. The outline was made
to test the sprite in the game in a quick way so that
I can see the parts move.

As for the comments. I did give them in the past you
know. But the main problem I'm having is that I still
cannot login to the gallery part of pixeljoint.
So I cannot comment on the gallery items, cannot
put my own stuff in, cannot vote for challenges,
cannot participate in challenges.
I left two messages already but I'm still waiting
for an unlock of my login. There were too many
tries which locked it

Again, thanks for your great comments. I will
try to make the changes.

Kind regards from

M.E.


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Quote jalonso Replybullet Posted: 23 July 2007 at 6:36am
lol
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M.E.
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Quote M.E. Replybullet Posted: 23 July 2007 at 8:32am
Originally posted by Metaru

  • the arm movement isn't dynamic at all. it rathers looks a bit random. however, in the previous edit the movement was really achieved. you could try to implement it in this version.
  • those legs looks as he was wearing one of those pants that M.C. Hammer used in the early 90's. the division between the legs should be a bit higher (two or three pixels above its current position)
  • his left shoulder is two pixels higher than the rigth one.
  • remove the black outlines in the torso. that's why he looked a bit female in the old version(it looks like he has a waist, when he sould be 'almost' a rectangle.)
  • in the up-down movement, his shoulders doesn't follow the rest of the body. also, while the torso makes a 2px movement, the head only moves 1px. i suggest kept them in 1px. otherwise it would be a bit exagerated.
  • when the left foot is in the back, its a triangle. try to make it more rounded.
  • those arms... avoid trying to make the muscles using the outlines. leave that job for the shading. try to make them more regular during the animation or else they will look like tentacles :s


  • For the arm movement I tried to mimic the initial run-cycle
  • Well I gave the legs a bit of breathing space .. MC Hammer
     should be gone ....
  • Fixed the shoulder
  • Outlines removed
  • I made the torso a rectangular shape. Will do the tweaking
     with shadows later. Moved the head down on two frames
  • Tinkered a little bit with the feet, which should be better.
  • Arm muscles should be gone now. Or do you still want me
     to make them more rectangular instead of roundish?
Oh .. here is the progress:

               


Is this better?


Best regards from

M.E.
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Kfuchoin
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Quote Kfuchoin Replybullet Posted: 23 July 2007 at 1:02pm
his left foot (our right) seems to show that he's kicking something suddendly, that last frame need another one just before.. coz it seems to jump out or maybe fix that.. it bothers me :S try to make it more natural =D
may the pixels be with you..
~Kfuchoin
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Quote M.E. Replybullet Posted: 24 July 2007 at 12:11am
Hello Kfuchoin,

Thank you for your keen eye! Very well spotted.

After an hour of trying to fix it I used one of the
tips presented to me earlier.
The legs are most of the time doing the same
movement. So I guessed that the other leg was
OK and used that one for the other leg. Of course
not on the same frame sequence.




How about this?


Kind regards from


M.E.
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Metaru
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Quote Metaru Replybullet Posted: 24 July 2007 at 10:48pm
It looks even more smooth now. congrats again M.E. for the achievement of a walk animation using 5 frames (something i thougth was almost imposible, not smooth at least). you could try to do the same thing with the arms maybe? they look fine, but maybe their movement needs another small revision.
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Quote M.E. Replybullet Posted: 25 July 2007 at 6:31am
Hello Metaru,

OK, I worked on the arms.
Strangely I found that the arms are flowing
better when they have an outline.
So therefore I include it (could not resist
putting eyes on him )


     


Can I move on or am I still impatient and something needs
to be fixed?



Edit: Gave a shot at the backwalk ::




Best regards from

M.E.


Edited by M.E. - 25 July 2007 at 12:47pm
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Metaru
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Quote Metaru Replybullet Posted: 26 July 2007 at 2:26am
i think both animations (front and back) are donde. instead of using a black dot for the eyes, you use shading. those black pixels just pop out from his face and and really look more like a pair of 3D glasses. also, i would add another line of 1px to the torso's lower side, and also reducing the black line between the legs 1px too.
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M.E.
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Quote M.E. Replybullet Posted: 26 July 2007 at 4:24am
There has been some updates in all four directions.
Mainly unifying colors.
In the game I felt that the little guy has a bit of
issue with the background.
So I made some mockups to review.

Do you think that the less saturated grass is of
benefit to the hero? In the past I felt that
the amount of saturation would be OK in the
game, but now that there is a character that
you control I'm not so sure anymore.

Please give your comments on them!

OLD grass


Lesser saturation


Mockups:





Youtube Saturated: http://youtube.com/watch?v=xgSQbJ49fZM
Youtube Less Saturated: http://youtube.com/watch?v=1hv6HNEAlmk


Thanks in advance for your time.

Best regards from


M.E.
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Quote M.E. Replybullet Posted: 27 July 2007 at 11:42pm
Hello All,

So while I wait on the verdict on the colors I am
working on the action that he does when
he is faced with a rock.



He pushes it
The point where he is pushing is fixed so I can't move his hand.
I can move his arms if you think that is needed.
And everything else that you think needs to be fixed.

Thanks in advance for your thoughts.

Best regards from

M.E.


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Metaru
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Quote Metaru Replybullet Posted: 28 July 2007 at 12:22am
abot the saturation, less saturated... definitively.

about pushing.its oke. just make its far leg a bit more thicker.

(sorry, i'm on a hurry)

slaudos
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Quote M.E. Replybullet Posted: 28 July 2007 at 7:42am
Thanks Metaru!

I will work on the other elements of the game to
use the parts that have the grass on it.
So less saturated it is.
Thanks DragonRC for your comment on youtube as well!

OK. I work on the far leg and of course will take
a look at the colors again!


Edit: Mockup with changed elements (water is now
also better I think) Used brown outline instead of
black on the character. But not sure about the
other colors on the hero yet....




Best regards from

M.E.


Edited by M.E. - 28 July 2007 at 12:51pm
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Quote M.E. Replybullet Posted: 31 July 2007 at 3:21am
Hello All,

This is the latest version of the walking sprites.
The black outline is back and I enlaged the sprites
a little bit. Worked on colors as well.

    

Maybe, just maybe they are finished?

Best regards from

M.E.


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dragonrc
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Quote dragonrc Replybullet Posted: 31 July 2007 at 4:00am
This is making much progress!
I have a few points you might want to work on:
1. The front and back walking animation both have very short arms.
I made an edit of the front walking animation:
What I did:
- Made the arms longer.
- I also made his shirt a bit longer.
- When an arm went back I made it darker.
 
2. the left walking animation looks ot of place, this is because it needs a black outline, like the other animations.
 
3. I still don't like the random changes, you should remove them or at least tone it down a bit.
The places that need most work:
- The hair on the left walking animation, if you look at it carefully you see what I mean.
- The shadow on the front walking animation
- The pants on the front and back walking animation, instead of the random placed brown you should make good use of those colors, if a leg goes further away you should put some dark brown in that leg, and if a leg comes closer by you should put some light brown in it.
- The hand closest by on the left and right walking animation, when it goes back it suddenly gets much larger.
 
I'm positive the sprite will improve much if you work on the things I said above.
 
Good luck!
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Metaru
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Quote Metaru Replybullet Posted: 03 August 2007 at 6:47am
also, his croch should be at least 1 or 2px down.
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M.E.
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Quote M.E. Replybullet Posted: 03 August 2007 at 11:30pm
Hi All,

Just dropping in to say that I absolutely have seen the
comments. Boy what good comments they are!

I was implementing them but I got frustrated with
the editors. GIMP is not really a pixel program.
Graphics Gale Free Edition doesn't handle
GIF and I dislike the controls.

When I thought of this, I rather would like the
keyboard to put the pixels in. Maybe in
combination with the mouse, but definitely
using the keyboard to have more control over
the placement of pixels.
Also the color selection in Gimp is bugging me.
I would like to have a keystroke that immediately
puts the color down.

So .. I decided to write my own editor with
keyboard control and characters a-z,1-0 for
color selection. So that you hit the 'A' key and
it puts color A on it and so on.
It will be nice to change the colors on all the
frames with just one color change on the
character 'A'.......

If anybody knows of a FREE program that can do
keyboard pixel control + animation I would
like to hear it!!

It will be sometime before I will have some updates.

Best regards from

M.E.
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Metaru
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Quote Metaru Replybullet Posted: 06 August 2007 at 8:44am
i'm not sure of what are you looking for, but as i read, if you're looking for a good animation freeware wich allows you to make color replacements on all frames, i would suggest you to use Animation Shop 3, wich is the one i use for my animations. i've posted a link to download it in the Resource Forum. try it and see if it is what you want.
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Quote M.E. Replybullet Posted: 06 August 2007 at 10:57am
Hi Metaru,

Thanks for the tip. But I have allready checked that one out.
The controls are not really how I would like them.
Of course you should get used to a program before you can
judge it. But I always like programs that are really simple
and have just a few functions.

The main issue I'm having is that I like to work with the
keyboard instead of the mouse.
As a bonus it would mean that by typing in characters
I can select a color without having to move. I think
I will use the mouse to jump to larger areas but
most of the time I am just pushing pixels in a relatively
small area and experiment with colors.

Thanks for your thoughts anyway!

Best regards from

M.E.
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Metaru
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Quote Metaru Replybullet Posted: 06 August 2007 at 1:12pm
in that case, i've never heard of such program. and worst if you're looking something for free. the only option i could think about is a craked, paid GG version(mainly because of the custom hotkeys and the animation thing, and ofcourse, the "Free" fact)

sorry for not being helpful at this time. maybe if you ask in the IRC?
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Quote M.E. Replybullet Posted: 14 August 2007 at 2:03am
Hello All,

Finally I have some update.

Removed most of the color shading and
limited myself to < 10 colors.
Is this the kind of shading that I should
limit myself to?
Or can there be more colors?
Is there some golden rule on maximum
colors on a sprite of this size?

Any comments?




OT: Wrote the program which is not doing
exactly what I need. The only real thing
that works really nice is the color selection.
The keyboard movement of the cursor is
working well but only on relatively small
areas.
Graphics Gale is the program that matches
what I need most of the times. If it would
do the hotkey for a color and support the
keyboard arrows to move it would be THE
program to use...
The lack of GIF support is really annoying
so I decided to buy the real thing anyway.
But I don't like to pay using a credit card
and asked them of another payment method.


Best regards from

M.E.

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Quote M.E. Replybullet Posted: 29 August 2007 at 1:46am
Hello All,

There is some update on the front walking animation.

I have examined sprites from Chrono Trigger and
Secret/Sword of Mana. They have a lot of colors.
Sometimes not adding to readability.
However my own latest version was too boring
and I tried to use some more shading and other
colors to make it more interesting.

Is this any better or should I reduce the
color count?




Thanks in advance for your comments and critiques.

Best regards from

M.E.


Edit: Changed symbolic link on my provider







Edited by M.E. - 02 September 2007 at 12:52am
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Metaru
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Quote Metaru Replybullet Posted: 29 August 2007 at 9:11am
i think its a good idea to not overdo this sprite by adding more colors. you could remove the brightest one in each ramp, because he looks too shinny to me, specially in the pants. i don't think that the ligth source in your game is that strong. kept the rest of the colors. its don M.E., its done.
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M.E.
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Quote M.E. Replybullet Posted: 02 September 2007 at 12:51am
There has been another update.
Removed the inneroutline around the hair.
Played a little bit with softer highlight.
And fooled around with some shadow.






Any more to comment and/or critique on?

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M.E.
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Quote Kfuchoin Replybullet Posted: 02 September 2007 at 11:24am
Hello M.E =)
long time since i last passed to your topic:
the right leg when it goes far.. it becoems WAY thick..  look to his left leg.. it doesn't make the same thing.. it's more natural...
also that last frame where the right leg goes farther looks jumpy..., coz the leg cuts and i think that there's a frame missing.. try to maek the same thing that you made with the other leg
 
Between: congratz for your archievement
 
may the pixels be with you..
~Kfuchoin
eMo

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Quote -littledeviant- Replybullet Posted: 22 September 2007 at 5:59pm
very nice walking
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Quote jalonso Replybullet Posted: 22 September 2007 at 7:23pm
Walking towards the viewer is great and almost funny in a good way. 'Leisure suit Harry' looking? Walking away from viewer the gap in between the legs looks to big, especially at the crotch/inseam.
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Quote M.E. Replybullet Posted: 23 September 2007 at 12:45am
Currently this is what I'm having:



Do you think that the legs are still too far apart?


Thanks in advance for your comments!

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M.E.
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Quote jalonso Replybullet Posted: 23 September 2007 at 8:27am
Really looking at it it now seeems that its not the space between
the legs thats wrong. Its the lack of a butt. The inseam goes to
the belly giving that 'space' I saw before. I'd fix the shirt so that
there are buttocks. Not a crack or nothing just volume.

You're welcome in advance!

Best regards from

ME




Edit: added returns for your reading pleasure


Edited by jalonso - 23 September 2007 at 8:28am
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Quote M.E. Replybullet Posted: 17 October 2007 at 12:28pm
OK, I try to give him buttocks.

Here are two versions:

and


The difference between these two is
just one pixel in the length.
The width is about the same and
is more than it was before.

Not sure if the changes are
for the better.

What are your thoughts?

For everyones reading pleasure:
Best regards from

M.E.




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Metaru
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Quote Metaru Replybullet Posted: 17 October 2007 at 6:56pm
even if his butt is covered by the shirt, you should add some black lines to give him the appearance of his legs connected to the body by hips..
 
still looks the same, needs a less 'subtle' change sir.


Edited by Metaru - 17 October 2007 at 6:57pm
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Quote M.E. Replybullet Posted: 18 October 2007 at 12:41am
Tried to do a less subtle change.
Added dark to the skirt.

and even more:

Is this better?

Any other advices?


Thanks in advance from

M.E.


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Metaru
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Quote Metaru Replybullet Posted: 18 October 2007 at 3:32pm
since its a shirt, and not a "skirt", we should be able to see part of his "ass", so we could see some kinf of connection between the legs. may i suggest you to try two things. one, with the edit i show you below, is to exagerate the dark between the lines
and the orther, to make this part of the shirt below the belt shorter. just remember the reference image you've put on the first post.
 
the thing about the 'feet' in the edit is just for fun. ignore that part.
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Quote M.E. Replybullet Posted: 20 October 2007 at 12:35am
Thanks Metaru.

I have made the shirt one pixel
smaller and try to fill the gap
with more dark.




Is this better?

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M.E.
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Metaru
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Quote Metaru Replybullet Posted: 20 October 2007 at 8:42am

and how about this instead?

best regards from
M.E.taru
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Quote M.E. Replybullet Posted: 24 October 2007 at 7:07am
Hi M.E.Taru,

Some scissor work and this is what was left:



Is this more to your liking?

Personally I find it a bit too dark.

Any more comments / advices, anybody?

Best regards from

M.E.

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Metaru
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Quote Metaru Replybullet Posted: 24 October 2007 at 10:45am
I find it dark too. I promise this wll be the last time i'll bother you with this, but could you add, again, that dark line between its legs? just one or two pixels, just to give his ass a bit more definition.

damn, that last line doesn't sound really masculine.
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Quote M.E. Replybullet Posted: 24 October 2007 at 12:40pm
What is this???
You promise me that it will be the
last time???
NOOOOOOOOOOOOOOOOO
Please, please continue to give lots and lots of critism
and comments, critiques and suggestions to M.E.

WARNING : strangeness

Let us talk ASS:

Give him a seperation between the asses?
This : _|_ Where the online thing that is done is a line
                to seperate the two softer bodies of flesh?

Or    00  where the roundness of the ass is make by
              darkening the outer edges as well?

Or [|]     where outer and inside is dark?

When viewing some references this is what
I have found:



This is the back of hercules when he is full god instead
of a half god.

Eh .. Well .. Eh .. don't have much words for them but ()
I find it a bit messy ...

I totally would understand if everybody is just ignoring
this thread from now on. ( But I hope not, because I could
use some help )

Best regards from

M.E.
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Metaru
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Quote Metaru Replybullet Posted: 24 October 2007 at 1:36pm
ROFL
"Ass-shading tutorial by M.E."
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Quote M.E. Replybullet Posted: 24 October 2007 at 9:18pm
These are the latest attempt of an ass:

The highlights are flashing too much.

Still too much contrast. Looks like a rip in the crack?!?

   This time maybe a bit too light?? Needs more contrast

Added a darker color:




Do you agree that the latest version is the best?

Any other thoughts?

Best regards from

M.E.
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Monkey 'o Doom
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Quote Monkey 'o Doom Replybullet Posted: 25 October 2007 at 4:30am
I think it definitely shows improvement. But this will forever be the posterior view of the ass reference topic. :P

RPG is numberwang.
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Quote greenraven Replybullet Posted: 25 October 2007 at 8:44am
I have to agree with Monkey on this one. 

Maybe it's just me, but it looks like he's wearing a diaper in that fourth one. I like the third one.
"pwnage comes with patience, practice and planning." ~ Jalonso   
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M.E.
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Quote M.E. Replybullet Posted: 28 October 2007 at 1:08am


Tried to remove diaper-look:



Enlarged the shirt a little bit more because
I am going more for the belt-holding-shirt
look than the shirt-in-trousers look.

When looking at the reference it looks like
the shade is below the ass instead of
between it. So I have attempted to
put the shade down.

How does this look?


Best regards from

M.E.
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M.E.
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Quote M.E. Replybullet Posted: 19 December 2007 at 3:33am
Hello it is M.E. again.

Since nobody objected on the last post,
I guessed it was alright...

Here are the four directions that I have at the moment.
If someone spots something would they please be so
kind to point me to it and I will do my best to adjust it.




And while I wait for any comments I am already
starting with the next action: pushing



I think I could use some help on the back and front
push. My guess is that the front push has
incorrect placements of the legs. But I have
trouble in estimating how much leg is
visibible at the top.... Anybody have an idea about it?

When I move the legs on the back push (north push)
a bit to the top the guy becomes a midget. But I fail
to judge the right amount of leg that is visible.

Maybe someone has comments on the left/right push as well?

As always thanks in advance for your time!

Best regards from

M.E.






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greenraven
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Quote greenraven Replybullet Posted: 19 December 2007 at 7:05am
The Hurcules butt thread is back. 

Anyway, the only thing I see wrong is the pushing animation when he is pushed down. 1. His feet are too small. 2. They appear only in front of him, that shouldn't be.

Good luck with the rest of it.
"pwnage comes with patience, practice and planning." ~ Jalonso   
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Metaru
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Quote Metaru Replybullet Posted: 19 December 2007 at 8:52am
Hey ME! long time no see you :D

as far as I see, i belive that pushing back's abs are way too thin. a few pixels extra at both sides would  fix this, but always having in mind that, by the perspective you are using, it should be sligthy like this \  / (so he wouldn't look like a bee :P)

one simple question for pusing foward: will he be covered by the object while he pushes it? I have this doubt because, although it may be obvious, i don't know how objects will interact when placed behind(mean, if the character places behind a tree, for example, he will not be able to walk in the area were the stump touches the ground, and only there)

happy to hear news from you. don't get lost sir!
best regards from
Metaru.
I ate leel's babies
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Quote M.E. Replybullet Posted: 20 December 2007 at 1:29am
Hello All,

Thanks a bunch for the comments metaru and greenraven.

I will focus on the pushing front (south) animation first as
both of you have commented on that one.

First of all Metaru brings up a very good point about the
visibility of the object. Didn't think of it while I was
spriting. So the position of the feet are not as important
as I thought it was. BUT .. it of course depends on the
size of the object.

For the perspective I have used a free 3d program (anim8or)
to reproduce the right pushing object and turn the
camera around.
This is a screenshot of it:












So I rounded the back of the sprite and made the
arms large at the front and thin at the back.
Maybe the hands that I have been using aren't
matching the perspective, but at least you would
see the hands more clearly.



And for greenraven an enlarged feet version:







That brings me to the topic of visibility of the
sprite.

This is what happens when I put the sprite into
the pushing action:

This is a small rock where the feet and hands will be
visible. Ok it is isn't perfect when you don't seem to push
the right hand side of the rock, but hey it is a game.

This is what happens with a slightly larger object:



Feet, hands are no longer visible.

And .. when using the sprite on the largest object the hero
vanishes all together, but hey ... the gamer knows that
he is pushing .. or at least I hope that the gamer realizes
this. I will be avoiding the largest objects in the first levels
so that the user will be familiar with the pushing.

Any comments?


Best regards from

M.E.

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