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AshCrimson
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Quote AshCrimson Replybullet Posted: 10 May 2014 at 11:45am
Tried to make shoulders more visable, reduced their softness:


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Kaz
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Quote Kaz Replybullet Posted: 10 May 2014 at 2:33pm
I like the stances their in but some of the clothing colour choices seem a bit odd. The thing that really stood out for me is the knights and the striped plating under their chest looking a bit jagged Secondly for the guy with the axe the spear guy and people like that should have some sort of separation between the shirt and the skirt like a belt or clolour changing. Going well! Keep it up.
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Quote AshCrimson Replybullet Posted: 10 May 2014 at 3:16pm
Thanks for the feedback!

Tried making the knight's plate armour's striped plating less jaggy, also took your advice with the skirt/kilt wearing characters, here:


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AshCrimson
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Quote AshCrimson Replybullet Posted: 13 May 2014 at 1:07am
Still working on those characters (apologies for focusing so much on one thing and one thread, just want to make sure i get it right) and i've been given some advice from the pixelation forums and changed the bases somewhat;



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Quote CELS Replybullet Posted: 13 May 2014 at 5:04am
Getting better all the time.

- There's a pretty big contrast between the darkest colour on the chest and the brightest colour, which makes it look like there's a very deep gap between the pecs.
- The heads still look a bit short to me. The nose starts just about where I would expect the forehead to be. I'd recommend making the heads taller or moving the nose further down towards the jaw.
- The bulge in the pants is very sharp , doesn't really work for the dude in chainmail and pink pants, for example.
- The shading on the monk's robes is a bit hard to understand. Presumably, the light is coming fron the side, but I don't quite understand how the light can cover his entire chest, without reaching the center of the robe's skirt / lower part. Maybe you should look at references for how to shade robes.
- Did you start using references to decide on clothing, armour, equipment and weapons, by the way? Some of the choices strike me as a bit odd.

Edited by CELS - 13 May 2014 at 5:04am
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AshCrimson
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Quote AshCrimson Replybullet Posted: 13 May 2014 at 10:44am
Thank's so much for the advice and comment CELS.

Took your words into consideration for this edit:



I changed some small things. Version 1 is the original although i also edited the arms since to me the looked slightly weird. Version two i took out the dark colour in the pec-area as you said it implied a very deep gap and instead replaced it with same shaded colour. I also changed the head; making it taller. Version 3 i eliminated the deep gap in the chest altogether, replacing it with the same lightest colour. Instead of making the head longer, i also moved the nose and mouth down a pixel. I also eliminated the crotch thing in both edits. I made 2 and 3 for comparison as i wasn't sure which one would work better.
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CELS
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Quote CELS Replybullet Posted: 13 May 2014 at 11:58am
I like the chest on #2 better. #3 gives a distinct impression of boobies.

Also, this:

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AshCrimson
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Quote AshCrimson Replybullet Posted: 13 May 2014 at 12:16pm
Personally I'd say the last one (in terms of my personal preference), but im sure the first is much more accurate in terms of headspace.

Tried out the first one, it looks good on the bodies. I guess i was just worried that the increased size and preportion of it may look weird.

Just wanted to show how far i've come and the evolution shown throughout my edits:




Edited by AshCrimson - 13 May 2014 at 12:34pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 15 May 2014 at 11:47am
I was given some advice on Pixelation.com to make the head 1-pixel thinner, so here's the quick update:



Column one has a thinner head, whilst column 2 does not, for comparison purposes.

I included the base with the arm slightly behind the chest, i was told it looked better and the current one in the second row for comparison. Not sure which one i prefer at the moment.

I also tried making the chainmail on one of the fighters look more baggy (row 1, row 2 is original) and reduced the definition of the shadows, as was i recommended to do. I'm personally not sure how to do this.

Also an update on my attempt at armour and a small update on the crossbow-man:


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AshCrimson
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Quote AshCrimson Replybullet Posted: 21 May 2014 at 2:08am
So back to characters now!

I'm trying to get them into more "battle-ready" stances rather than just static standing still.

Here's my first attempt with the sword'sman with a shield:



I'm hoping to eventually make an attack animation sequence as well, but it'll probably be a slow process.
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Quote Limes Replybullet Posted: 21 May 2014 at 2:22pm
The progress on this is impressive.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 21 May 2014 at 2:30pm
Here's an update, tried to do another frame (Probably will end up being 3-4 frames in total):



I fear i may have bitten off more than i can chew, i know that animation is difficult.

Also i'm struggling with getting the archer's arm, when he's firing, correct.

Also:

Gifs of them so far (Excluding Swordsman, still need to get his attack down):





Bare in mind that these are very rough versions, they will undoubtedly be edited heavily, especially as i am aware that there are anatomy issues.
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Quote AshCrimson Replybullet Posted: 22 May 2014 at 11:03am
Another update!

I'm currently trying to make an attack animation, I have the first two frames down, but the "wind up"(3rd) and attack frame (fourth) i am having issues with, here they are (first column is wind-up, second attack):



Sorry if they look really rough, want to get the general body + animation down and then concentrate on refining it.

Further edit:

Attack frame:



And here's the gif of it so far:



Further update!:

Edited gif again hopefully this one looks better:



Here's my updated frames for the archer as well as the gif:





Will address your concerns in a further edit.

Another edit for the Firing shot




Edited by AshCrimson - 22 May 2014 at 2:10pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 23 May 2014 at 8:55am
Trying my hand at animating the two-handed swordsman:



Apologies for low quality of the sprite, trying to get the basic animation down first.


Edited by AshCrimson - 23 May 2014 at 9:20am
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AshCrimson
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Quote AshCrimson Replybullet Posted: 26 May 2014 at 8:01am
Here's the updated frames for the Archer and Two-Handed Swordsman:





Apologies if im posting/spamming/bumping my thread up too much

I'm not sure if the following could be considered finished, at least by me:







Unsure of what i should do with them; are they serviceable?


Edited by AshCrimson - 26 May 2014 at 1:45pm
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king_bobston
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Quote king_bobston Replybullet Posted: 26 May 2014 at 2:27pm
Overall they're a bit chunky but that seems wanted.
The line of the sword swing of the sword and shield guy looks bad, imo, a bit like a whip. I would either drop it entirely, like with the two-hand guy, or make it broader than a line and the arch more fitting for the sword movement.
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Hapiel
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Quote Hapiel Replybullet Posted: 26 May 2014 at 4:01pm
They all have something funny going on:
The first is great except for the bow. When the arrow is released the bow hardly snaps back to its old shape and the rope stays connected at exactly the same point. Easy to fix!
Second one has a really ugly swoosh, draw one quickly by hand and use that as a template. Thick in the middle, very thin on the ends. Also his right knee is looking really funny in the second frame.
Also weird is that he is hacking with one hand to the right side of the screen, but he is not rotating his shoulder to that side. Try replicating that in real life, it feels really awkward.
The third is the best, only in the second frame both his legs move at once. I'd make it so that his right leg stays on the floor at the same spot (though the ankle can rotate of course!).  Mouth could already be open at the second frame.

If you want to match the style of the lower two with the archer, I would let go of the grabbing the arrow part so it also has 3 frames . Idle, tension, release.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 28 May 2014 at 2:29am
Thanks for the comments guys!

Here's an update for the third character:



I've been advised to use "motion blur" or smearing to make it look better when he's swearing but im not sure how to how to go about doing this. Are there any simple-tutorials on this?
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Quote Sonic_Reaper Replybullet Posted: 28 May 2014 at 8:27am
He holds the sword really awkward on the third frame. If he were swinging it forward with any force, the sword would be behind him/straight somewhat with his hands in that position.

Motion blur, I believe refers to this:

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AshCrimson
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Quote AshCrimson Replybullet Posted: 30 May 2014 at 1:56am
Thanks for the example Sonic Reaper! I've since decided to try animating the smaller sprites instead, whilst i try to learn more about anatomy and animation. As such, here's an example of what i've done so far:





I've since changed the two-handed sword'smans animation, but i haven't uploaded it yet, and im still changing it.

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Quote AshCrimson Replybullet Posted: 30 May 2014 at 4:07pm
Here's some more stuff:



Tried to make it look like he was moving, slightly forwards, after each thrust.

I originally tried making him go further with each thrust, but i couldn't get the moving back-ward's animation right so he could return to his original position so it didn't create a big "jump", but  it made him look like he was moon-walking, so i had to compromise with smaller steps.



Tried making him look less static. Not sure if i got the movement of the feet or sword down.

Not sure why the colors are changing... Anyone know of a free, good Gif-making program? I'm currently using the Free-version of Graphics-Gale which doesn't allow you to export gifs.

Also an extremely barebones example of what battle might potentially look like (very susceptible to changing!):


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AshCrimson
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Quote AshCrimson Replybullet Posted: 31 May 2014 at 4:15pm
Just a quick example of Melee combat:



I really love Advance wars so tried to emulate their "splitscreen during attacking/defending" look.

Also improved the swordsman's attack animation (hopefully!).

Apologies for posting three times in a row
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Quote JackBread Replybullet Posted: 31 May 2014 at 5:18pm
Looks good! The stepping motion looks a lot better in, well, motion. I feel like the wind-up on his swing should be shorter/faster. Also maybe add some motion blue on his actual swing?
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AshCrimson
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Quote AshCrimson Replybullet Posted: 01 June 2014 at 1:30am
Thanks for the comment!

You mean like this:



Reduced a frame between the wind-up and actual swing, added some blur when it swings.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 02 June 2014 at 3:16pm
Another update:





Tried making it look more like an actual game.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 03 June 2014 at 12:21pm
Tried making some non-human enemies:



Some zombies, Skeletons, Goblins/Lesser Orcs and Orcs. Wasn't sure what colours i should use for the zombies, either that or use different colours for more powerful zombies.

For the Skeletons, Goblins/Lesser Orcs and Orcs the first column is unarmed/basic units (standard weak ones) second are warriors, third are ranged and fourth are magical or holy units. Might actually make more, to distinguish between magical and holy units.

Will at some point attempt beasts/animals, etc.

Edit:

Horses!

First row are the forms i tried, with the last being the final(for now maybe?) product, second row are the various colours:



Who knows, maybe there might be mounted-units?


Edited by AshCrimson - 03 June 2014 at 1:49pm
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Quote JackBread Replybullet Posted: 03 June 2014 at 4:54pm
I like them! You're skeletons appear to lack ribcages.
Also, the should and hip(or haunch?) of your horses are too round. Check this random horse picture I found: http://i.imgur.com/gfVdGQO.jpg
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Quote jalonso Replybullet Posted: 03 June 2014 at 5:11pm
kutgw :)
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AshCrimson
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Quote AshCrimson Replybullet Posted: 04 June 2014 at 11:30am
Originally posted by JackBread

I like them! You're skeletons appear to lack ribcages.
Also, the should and hip(or haunch?) of your horses are too round. Check this random horse picture I found: http://i.imgur.com/gfVdGQO.jpg


This any better? (Also includes some new attempts like the centaurs). I tried making the hip/haunch less round in the first one, changed other things all of them.



In the second row for the animals i tried creating wolves, a flying serpent-like thing, a big-cat (mountain lion-like) creature, and a cat-like monster with a scorpian tail, influenced by the Manticore.

Also here's a quick Zombie idle-animation:



Jalonso: Thanks! I was thinking of submitting some of this stuff, but going to wait until i can make them better.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 06 June 2014 at 2:01am
A smallish-update:



Evil lazy re-colours i know :/

Changed size of horses, added "Dark Dwarves",  Troglodytes/Savages/Cavemen,(unsure of what to call them at this point) Centaurs and Golems.

Also tried my hand at winged-serpents, wolves, Big cats, worms and a komodo-dragon like enemy.
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Quote Latch Replybullet Posted: 06 June 2014 at 10:35am
The arms don't look like a natural pose to me, they look stiff, like they are carrying carpets in each arm.

The 5th row down, second image in, his shield arm looks like a much better position.

The cats? are out of proportion too, their legs are too long and the head is too small.



Edited by Latch - 06 June 2014 at 10:38am
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AshCrimson
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Quote AshCrimson Replybullet Posted: 06 June 2014 at 1:01pm
Thanks for the information Latch! Took it into account for this edit:



Also tried animating some of the monsters/humanoids Idle animations for a map:



For some reason i can't keep the level of opacity i have in the original file when i save it as a gif, hence the weird dots. I'm using Graphicsgale if thats of any importance.

I wasn't sure how to animate the worm, so did two versions.


Edited by AshCrimson - 06 June 2014 at 1:03pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 07 June 2014 at 1:28pm
Tried making the idle animations look less... rubbish:


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Limes
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Quote Limes Replybullet Posted: 07 June 2014 at 1:31pm
I think the idle animations should all be offset so they aren't all going at the same time
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AshCrimson
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Quote AshCrimson Replybullet Posted: 07 June 2014 at 1:59pm
Originally posted by Limes

I think the idle animations should all be offset so they aren't all going at the same time


What does offset mean? Apologies.

Here's an edit with various small fixes of mistakes i forgot to correct:


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Quote JackBread Replybullet Posted: 07 June 2014 at 3:01pm
Have all their animations going at different times so they're not perfectly in sync. It makes it look less weird.
Also, you're idles look pretty good. My couple of complaints are the javelin person at the bottom seems to be only moving their calves, rather than their entire legs and the wolf's back legs are strange because they look like they're just shrinking and growing.
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Quote AshCrimson Replybullet Posted: 08 June 2014 at 8:02am
Thanks for letting me know! Will fix them!


Here's some more attack animations;



Apologies for the blank space, trying to fill them all up eventually. Also i'm aware the attacking animations are quite similar. Want to get the basic motion down before making each of them as unique as possible.

Edit: A very wonky (ie bad) attempt at the wolf's attack:



Edit: Added my also bad attempt at a savage throwing a javelin.


Edited by AshCrimson - 08 June 2014 at 2:09pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 10 June 2014 at 3:33am
Further update:

Added 8 more units, tried to rework the wolf moving animation:



Not too happy with the way the Goblin caster turned out, looks a bit stiff and boring, will probably re-do it.

Also just noticed the jerkiness of the Priest's movement after the attack.




Edited by AshCrimson - 10 June 2014 at 4:31am
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Quote JackBread Replybullet Posted: 10 June 2014 at 4:18am
Looking good! I really like your javelin throwers.
Your wolf still looks weird, as if its legs aren't moving as they should. It's legs probably shouldn't be moving simultaneously with each other and a leap would look more natural than its weird sliding walk, which looks a lot better with the humanoids.
Here's a quick, awful animation I made to show you what I mean:

(It's also a poor attempt at imitating the rubber band effect you have going)
Googling a dog run cycle refernce would probably be better than my thing, though.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 10 June 2014 at 10:56am
Originally posted by JackBread

Looking good! I really like your javelin throwers.
Your wolf still looks weird, as if its legs aren't moving as they should. It's legs probably shouldn't be moving simultaneously with each other and a leap would look more natural than its weird sliding walk, which looks a lot better with the humanoids.
Here's a quick, awful animation I made to show you what I mean:

(It's also a poor attempt at imitating the rubber band effect you have going)
Googling a dog run cycle refernce would probably be better than my thing, though.


Thanks for the example JackBread! I'll revisit it at some point. Movement really isn't my forte (or character design/animation to be honest).

Tried two different forms of attacking for the Stone golem, punching and swinging his stone fist, not sure which looks better. Also metal golem with swords for hands! Has a stabbing attack but for obvious reasons will have a slashing one as well.


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AshCrimson
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Quote AshCrimson Replybullet Posted: 11 June 2014 at 1:37pm
Hopefully i didn't take your advice too literally Jackbread:


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AshCrimson
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Quote AshCrimson Replybullet Posted: 14 June 2014 at 3:28pm
I'm sort of in the "doldrums". I'm not happy with the way my art is at the moment, i feel it could be better, but im not sure how to make it better, if that makes any sense.

I always try applying new things i've learnt from others, be it from tutorials, edits, advice or other people's pictures, but i still feel they could be better, or that there's something wrong with them.

I've decided to re-do and update the bases i used for the characters (I'll keep changing them until they're good enough and then apply the changes to my animated characters):



For context; Top previous: versions, bottom: updated versions.

I still want to keep them within the 32X32 guideline that the previous ones obeyed.

Maybe i am just being too self-critical?
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Quote AshCrimson Replybullet Posted: 17 June 2014 at 1:47pm
I've been thinking more about making the human unit's more diverse, by splitting them into 4 different factions with differing appearances based upon different historical cultures:

Purple: European Medieval (Probably mostly German)
Orange: Ancient Egypt (open to including more "modern" elements from Mameluke army).
Blue: Ancient Greece (in general Hellenic influences)
Green: Scandinavia (Possibly Early Russian or Celtic influences).



I tried ensuring each unit and their respective class was unique; for example not all the priests look the same, so as to ensure easier identification, rather than just the bland "oh they're colored yellow/blue/red so they're on the enemy side".

Note, not all factions get access to all classes/troops, so the NA basically shows that their version doesn't exist.
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Quote AshCrimson Replybullet Posted: 19 June 2014 at 12:44pm
Update



I wanted to show a chart that displays what units are available to four factions, as well the potential promotions/class changes available. Not all factions have access to the same classes.

I tried making each faction different in terms of the units they recieve, for example Blue recieves more Ranged units, Green recieves more Melee units and is more geared towards offense (and has a Melee/Magic hybrid Spell-sword), Orange has a balanced range of units and Purple are balanced as well, receiving an extra melee unit at the expense of one-ranged unit and are more defensive in comparison to Green.

Tried making an example mock-up of how movement/action would be dealt with:



I wanted to go with a simple design, although it's obviously subject to change.

Edited by AshCrimson - 21 June 2014 at 12:53am
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Quote AshCrimson Replybullet Posted: 22 June 2014 at 6:08am
I hope this is an improvement over my recent attack animations (Specifically the spear-thrusting knight):



Previous version (Sixth Row):



I tried making him look less static and tried to put more oomph behind his thrusting of the spear. I'm unsure of what to do with the shield, but i don't think it should remain in place, especially after such a thrust, like it did in the previous version as it made it look more static in my opinion.

Also; should i cut the frame where he's turning the spear 90 degrees? Or do you think it adds to it? I'm currently restricting the frame limit per unit to 8 frames, since that's what i feel comfortable working with at the moment.

I currently use frames 1-3 to get the unit in place, such as raising a sword, lowering a spear, raising the staff etc, Frame 4 as a build-up to the attack, frame 5 as the actual attack although this can vary between 5-6 especially with the archers and in this case the knight, Frame 6 where they complete their attack, with melee units moving slightly forwards to suggest this and frames 7-8 as recovery, with units moving back to their original place if they've moved. For archers, they usually fire on the 7th and return to their original stance on the 8th.
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Quote AshCrimson Replybullet Posted: 23 June 2014 at 7:52am

Here's an update:



Tried reducing the sliding of his legs and the pole whilst he is thrusting, and tried making him walk forwards. Not sure if an improvement, but i have been trying to do a walking animation so i can at least improve my animation(s).

Update:

Tried also re-doing the swordsman's attack:



I've probably got it wrong, but it's a start.


Edited by AshCrimson - 23 June 2014 at 10:50am
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Quote Limes Replybullet Posted: 23 June 2014 at 1:14pm
Totally a improvement. I thought The sliding was an effect that you wanted because of the board-game esque design

My only comment is the shield should rotate a little bit to make more depth in your characters I guess.

Edited by Limes - 23 June 2014 at 1:15pm
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Quote inphy Replybullet Posted: 24 June 2014 at 3:12pm
Originally posted by AshCrimson


Here's an update:



Tried reducing the sliding of his legs and the pole whilst he is thrusting, and tried making him walk forwards. Not sure if an improvement, but i have been trying to do a walking animation so i can at least improve my animation(s).


Hmm, I think the attack lacks a bit of weight, because the arm is so far out stretched even in frame 1 (like soccer ball in his armpit), and the attacker doesn't look like he's really putting his weight into it. Like, he seems to lean a bit, but your height should also appear to decrease since you're not standing upright. Same when preparing to attack, you'd maybe bend your knees a bit to lunge forward like a coiled snake. Main point being, varying height will help make it look more natural too, I hope I managed to work it into this crude edit:



For returning back to original position, you could try a small hop, that's commonly used, and your characters won't look like they're on rollerskates.


Edited by inphy - 24 June 2014 at 3:20pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 25 June 2014 at 12:52am
Originally posted by inphy

Originally posted by AshCrimson


Here's an update:



Tried reducing the sliding of his legs and the pole whilst he is thrusting, and tried making him walk forwards. Not sure if an improvement, but i have been trying to do a walking animation so i can at least improve my animation(s).


Hmm, I think the attack lacks a bit of weight, because the arm is so far out stretched even in frame 1 (like soccer ball in his armpit), and the attacker doesn't look like he's really putting his weight into it. Like, he seems to lean a bit, but your height should also appear to decrease since you're not standing upright. Same when preparing to attack, you'd maybe bend your knees a bit to lunge forward like a coiled snake. Main point being, varying height will help make it look more natural too, I hope I managed to work it into this crude edit:



For returning back to original position, you could try a small hop, that's commonly used, and your characters won't look like they're on rollerskates.


Thanks so much for the advice and edit Inphy!

I didn't want to straight-up copy what you said, so i tried my own take on the hop that you advocated:



No where near as good as yours, but hopefully it's decent.
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Quote AshCrimson Replybullet Posted: 25 June 2014 at 12:08pm
Sorry for the double post, but I've put a few more hours into this animation as well as studying Inphy's edit.

I really liked how his jab actually felt and looked like one single strong thrust, whilst mine just looked like a series of weak, half-hearted jabs. I've tried to remedy this with the update:



I'm hoping the attack looks more "forceful" this time.


Edited by AshCrimson - 25 June 2014 at 12:10pm
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