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AshCrimson
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Quote AshCrimson Replybullet Posted: 28 July 2014 at 8:10am
Not sure what you mean by or about the semi-trans pixels? I put a second layer on when i was putting the rider on the horse, in case i made any mistake.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 28 July 2014 at 3:06pm
Originally posted by jalonso

Double check the pixels highlighted in green.
Looks like you have semi-trans pixels.


You might have missed what I meant about the cheek/jowl part of the head that  makes the brown horse's head ref I showed look like a horse and where you head misses.


Tried applying what you said, the number of pixels i have to work is quite small and the rider obscures some of the neck, so i tried to imply the cheek/jowl:

I also increased the size of the horse, decreased the size of the rider.




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jalonso
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Quote jalonso Replybullet Posted: 28 July 2014 at 3:31pm
Well, the spear hides that bit but I think you have plenty of room :/

E: btw, when I downloaded the horse ani to make that edit I noticed that some pixels did not have 100% opacity (the green pixels). Double check your layer opacity in those areas.

Edited by jalonso - 28 July 2014 at 3:33pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 28 July 2014 at 3:37pm
Sure, will try so. I was worried that it's not noticable so i made it black so it stands out:



Is it any clearer? Sorry about this Jalonso :S
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jalonso
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Quote jalonso Replybullet Posted: 28 July 2014 at 3:45pm
Stop being sorry for everything.
I'm sure your parental units are very proud of your sweet, well behaved and docile behaviour but unless you're a Geisha stop it :p
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AshCrimson
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Quote AshCrimson Replybullet Posted: 29 July 2014 at 6:00am
Originally posted by jalonso

Stop being sorry for everything.
I'm sure your parental units are very proud of your sweet, well behaved and docile behaviour but unless you're a Geisha stop it :p




Here's my attempt at an attack animation:


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AshCrimson
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Quote AshCrimson Replybullet Posted: 29 July 2014 at 3:08pm


A smaller update, made outline consistant.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 02 August 2014 at 8:10am
Back to humans (and other stuff) for now:



Not much of an update, but there it is. Haven't finished the wolf attack, not sure where to go with it.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 03 August 2014 at 2:33pm



Amonster other things, i changed the wolf, made it look like it was actually snapping, rather than just lunging forwards with it's mouth open.

And i also changed the angle and direction of the slash, so it's coming from the tip of the sword.

Tried changing the zombie to add more impact to it's attack as well.

Also Here's my attempt at a running animation:




Just focusing on the run first, rather than the bounce it's supposed to have.


Edited by AshCrimson - 03 August 2014 at 2:48pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 04 August 2014 at 5:43am
Here's my new and updated running animation:



Hopefully it actually resembles someone running this time!



Edited by AshCrimson - 04 August 2014 at 5:44am
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AshCrimson
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Quote AshCrimson Replybullet Posted: 04 August 2014 at 2:07pm
Attack + Run animation combined:

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AshCrimson
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Quote AshCrimson Replybullet Posted: 05 August 2014 at 1:24pm
Updated attacks for one-handed and two-handed attacks:





Hopefully they have more impact behind them.
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Damian
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Quote Damian Replybullet Posted: 05 August 2014 at 3:07pm
About the run, he's landing way to far in front of his center of gravity, so really what is happening is he's creating large breaking forces.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 07 August 2014 at 9:27am
Originally posted by Damian

About the run, he's landing way to far in front of his center of gravity, so really what is happening is he's creating large breaking forces.


I presume you mean this one:

Originally posted by AshCrimson

Here's my new and updated running animation:



Hopefully it actually resembles someone running this time!



Or do you mean the previous one? As i've since updated that (and added an attack animation at the end)

I'm also redoing aspects of the walking animation, so i'll post that whenever it's down.

Edit:

Here it is:



For comparison here is the previous version:



Currently 8-frames.

I feel there's something wrong or "off" with it, but i really can't pinpoint what at this stage.

A better version here:




Edited by AshCrimson - 07 August 2014 at 1:35pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 08 August 2014 at 3:14am
Now with both arms animated as well (plus hips)

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Limes
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Quote Limes Replybullet Posted: 09 August 2014 at 1:19am
I like that a lot. I feel the green legged guy on the horse. His legs should contrast with the horse more.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 10 August 2014 at 2:30am
Originally posted by Limes

I like that a lot. I feel the green legged guy on the horse. His legs should contrast with the horse more.


I'll definitely try to find a way to do that!

I'm still having issues in regards to the perspective, so i've been working on it:

First is a straight on view, the middle two are the original perspectives. 1 = Update 2 = Original and the last is a side on view.



I hope the update conveys the perspective, since i'm at a loss as to what to do, especially with the chest and hips. I tried shading them to look like they're turned, but i can't escape from the fact that they look like they're being seen in a straight on view.
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Quote SuperTurnip Replybullet Posted: 10 August 2014 at 11:26am
Looking good! I have an edit to help you with:

As you can see, I only changed "2", to give an idea of how you might like to edit things. I made it so that one leg was "straight", so that the pose is a little firmer and more natural. In my opinion, it's the same curvature of the closest leg, just with the weight focused entirely onto it. Another thing about the legs is I made them dig into the hips more. Instead of starting just inside the hips, I made them start much higher up. I toned down the right-facing arm. It can be softer, closer to the body, and have a hand facing outwards. The chest can be made larger, and more barrel-shaped. It isn't wider, though. It's just to accentuate the shape and size of the ribcage. Finally, that neck could go up a pixel.
For the chest and hips, you might want to consider using the legs and arms, not the shading, as the main clue to rotation. I hope all of this helps! Keep up the good work.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 10 August 2014 at 1:09pm
Thanks for the edit!

Here's an update:



Ended up choosing 1.

My attempt at animating the one-handed attack with the perspective fixed:



Comparison to the previous version:



Not sure if it's any better or any worse.

Here's another quick update:

Two-handed attack following the fixed perspective:



And the previous version for comparison:



I'm hoping it looks just as good as the previous version (although i am aware there's not much noticable difference), otherwise i fear having altered the perspective would be redundant and a waste of time. I probably have the arms wrong, but it'll take some time to get used to it.


Edited by AshCrimson - 10 August 2014 at 1:48pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 10 August 2014 at 2:43pm
Updated walk animation:



Again, not sure if it's any better this time.

Here's the previous for comparison:

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r1k
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Quote r1k Replybullet Posted: 10 August 2014 at 5:54pm
the arms are a little long, and you need some shoulder rotation also, when the legs are crossing over eachother, its hard to tell which leg is in front.  I would try putting an outline under the yellow leg to make it more clear its the one in front.  Its only really an issue in the 5th frame I think.  Doesnt need to be a black outline maybe just like a darker shadow under the leg.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 11 August 2014 at 7:54am
Took your advice! I wasn't sure how to rotate the shoulders so i tried rotating the chest during certain frames to make it look more natural, not sure if i did it right.



I know i am spending alot of time on the same things, but i really want to get them right.


Edited by AshCrimson - 11 August 2014 at 7:59am
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r1k
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Quote r1k Replybullet Posted: 11 August 2014 at 2:45pm
to rotate the shoulder all you basically have to do is move the whole arm forward or back 1 or 2 pixels.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 13 August 2014 at 3:42pm
Thanks for the advice, will apply it in the next edit!

I've decided to do away with the black outlines, as i was told the pieces look better without them

I also Decided to spruce up one of the attack animations as practice as well as to make it look less stock:



Tried sub-pixelling but i still haven't got the concept down.

Also practiced showing different sides/perspectives in a rotating base:


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HarveyDentMustDie
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Quote HarveyDentMustDie Replybullet Posted: 14 August 2014 at 3:34am
Should expression between attacks represent taunt? Now it looks more like he's saying "No,no", and mostly because of head movement. During the taunt he should look straight at his opponent not all around. I like rotating sprite, he is leaning forward like he's going to fall but that's because of resolution restrictions, and it's not so big problem.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 14 August 2014 at 5:56am
Took your advice:

Added more frames, increased duration of idle animation and made sure he's holding it with both hands when he's lifting it up and down his shoulder. I'm thinking of keeping him holding it with both hands after he's done his action/taunt.



I feel it looks a bit stiff during the idle animation, but im not sure how to make it look more fluid or natural.

Current frame rate is 44.

I sort of feel that it's lost something from the previous version, but im not sure what.

I'm also considering removing the taunt, as i feel it detracts/distracts from the whole thing.

Update:



Tried playing around again with sub-pixelling, I hope it looks like he's actually breathing this time.


Edited by AshCrimson - 14 August 2014 at 7:29am
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AshCrimson
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Quote AshCrimson Replybullet Posted: 14 August 2014 at 2:46pm

Update



Tried to make the leap between idle and attack less uh pronounced and increased wind-up, hopefully it adds more impact.

Basically i want it to look smooth and fluid
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HarveyDentMustDie
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Quote HarveyDentMustDie Replybullet Posted: 14 August 2014 at 4:13pm
Looking down in last version makes him looked depressed, like "o my god why do I have to do this again. Ok here it comes.", and make it unusable for active gameplay cause pause between slash frames is too big.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 15 August 2014 at 1:10am
Thanks for the advice! I didn't intend for him to look uh, depressed.

Reduced length of frames, removed head looking down, made him lean back when he's lifting the sword onto his shoulder, made him lean forward whilst he swings the sword upward, altered breathing sub-pixelling again and generally tried to make it more fluid and less stiff:






Edited by AshCrimson - 15 August 2014 at 2:43am
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AshCrimson
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Quote AshCrimson Replybullet Posted: 15 August 2014 at 4:11pm
Some issues with the front leg, so tried to fix them, also added recoil and tried to smooth out the animation when he's bringing the sword back up after swinging it:


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AshCrimson
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Quote AshCrimson Replybullet Posted: 16 August 2014 at 9:24am
Not as happy with this as the two-handed version:



The sword on the shoulder is probably redundant, but i wanted to make it look more interesting.

Edit:

Without the sword and shoulder, as well as other, small changes:




Edited by AshCrimson - 16 August 2014 at 10:37am
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AshCrimson
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Quote AshCrimson Replybullet Posted: 17 August 2014 at 8:06am
Decided to add a scabard, just for excercise's sake, but it's deviated into two animations, not sure which one is more "effective":



He sheathes it whilst in the same position as he was afting attacking



He sheathes it after he recovers, whilst standing up.

I know it's not much of a difference, but im interested in hearing your opinions.

Personally i like the first one, but i don't know it feels like he looks like a samurai almost, even if thats not what i intended.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 18 August 2014 at 1:45pm
Updated spear attack:



Updated archer attack:





Edited by AshCrimson - 20 August 2014 at 1:20pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 20 August 2014 at 1:16pm
Not much of an update, but decided to mess around animating an orc's idle-stance animation:




Edited by AshCrimson - 20 August 2014 at 1:23pm
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Quote JackBread Replybullet Posted: 20 August 2014 at 2:44pm
I have to click it to get it to animate for some reason...

Anyway, his starting pose is a bit awkward. He's leaning away from his axe, which is pretty weird.
He could also use a bit more upper body movement.
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MasterSky
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Quote MasterSky Replybullet Posted: 20 August 2014 at 7:35pm
i swear this entire thread is the most inspirational thing i've ever seen. the fact that you have progressed SO far from when you first posted in this thread to what you are know really keeps me going and reminding me to keep at it and never give up.

amazing work AshCrimson, keep at it!
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Quote Limes Replybullet Posted: 20 August 2014 at 8:14pm
Yes... Ash is a war horse isn't he.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 21 August 2014 at 11:59am
Thanks for the comments, always appreciate 'em!

Not been working on much, my work load has had to take second place to more important stuff in my life atm, but i have updated the spear attack, i wanted to give it more oomph and i was worried it looked pretty boring to me.



Main problem is make it look like it has impact.

Probably a better edit here:




Edited by AshCrimson - 21 August 2014 at 12:40pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 24 August 2014 at 1:18pm
Sorry for the lack of posts as of late, i usually try to make daily posts, so i can chart my progress but i have been a bit busy with personal stuff:

Not a big change, but i've been playing around with idle-stances, trying to make the characters look less boring when they aren't attacking:



 Stance influenced by Kaede's from Last Blade:




Also added an attempt at a second attack, not an overhead, more of a sideways slash as such, probably needs alot of fixing though.


Edit:



On retrospect, if he's holding a shield he'd pretty much be holding it up all the time, hopefully this quick edit addresses this



Edited by AshCrimson - 24 August 2014 at 2:54pm
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AshCrimson
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Quote AshCrimson Replybullet Posted: 25 August 2014 at 9:44am
I've thought about amalgamating the two swings into one big one, so here's what it looks like:



Also im aware of how bad the blur lines are, just a quick attempt at them tbh will work on them again.

Also did a varient of the non-shield version, with him sheathing the sword after:

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AshCrimson
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Quote AshCrimson Replybullet Posted: 26 August 2014 at 9:28am
Been getting a tad burnt out from all the animating, so decided to go back to the bigger base version i was working on previously:



I'm having a few problems, although im still consulting anatomy books and reading up it, i still struggle with them. For conveniance sake i've labelled them and pointed them out:

1: I don't know how to make it look more like an arm, the unnatural straightness of it, as it reaches the hand really makes it look bad in my opinion. I've tried shifting it to either side, but it doesn't fix the problem. The top part of the arm seems to me to be too rounded and smooth and it also doesn't show the elbow, but im unsure of how to fix that problem atm.

2: It's more to do with perspective than anatomy i guess, but i want to show the arm is obscured, whilst ensuring it's the same size as the other, so i avoid one limb looking weaker or shrunken in comparison. I'm also unsure of the hands placement and how much would be obscured.

3:Ah yes, the chest; i've widened it so it obscures the shoulder. I guess im including this because im more interested in seeing what you guys think of it, and if there's any issues with it.

4: I feel like the thighs are too large, but im worried if i reduce them they'll look too small. In previous versions the thigh just stopped and was a completely smooth line which make it looks strange, tried to edit it but it still looks weird. Also tried representing the calf muscle, but it may not read as well as previous versions. I'm also unsure if the foot is proportionate at this point.

5:Basically the same for this leg as for the other one. I couldn't show the calf muscle due to the angle it's posed in at the moment. The thigh leg also seems to end with an unnatural straightline. Tried showing the knee via shading but not sure how readable it is.

6: Hands. With the size limitations im unsure of how to make genuinely readable hands. I guess you could say they're placeholders, but i'd like to hear your opinions them.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 28 August 2014 at 12:09pm
Another edit:


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Limes
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Quote Limes Replybullet Posted: 28 August 2014 at 8:12pm
stomach comes in too much imo
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jtfjtfjtf
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Quote jtfjtfjtf Replybullet Posted: 28 August 2014 at 8:35pm
Is the character female?
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AshCrimson
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Quote AshCrimson Replybullet Posted: 29 August 2014 at 1:45am
They're supposed to be male :/
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Quote jtfjtfjtf Replybullet Posted: 29 August 2014 at 3:11am
In that case, the waist is too narrow, the internal pec lines look like breast lines, and the outside pec (the one near the blue arm) busts out too much. With men try to avoid that hourglass silhouette. The blue shoulder is also much higher than the other shoulder.

Is he a young adventurer like Link from Zelda?

Keep up the good work!
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AshCrimson
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Quote AshCrimson Replybullet Posted: 29 August 2014 at 7:17am
It's supposed to be a basis from which other characters can be created, sort of like my previous attempts at making characters on a smaller scale.

I've lowered the blue shoulder, increased the size of the waist, made the outside pec less uh, busty and tried to make it look less like an hourglass.

I also tried to make the pec lines look less like breast lines, but im genuinely unsure how to atm.


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Quote jtfjtfjtf Replybullet Posted: 29 August 2014 at 8:23am
Horizontal lines indicating the pecs like you did in your previous work in the thread are fine. They don't need to curve inward. You also don't need that little second line of shadow underneath the pec as that looks as if breasts were causing that shadow. 

I'd also say the head can be moved forward on the standing straight guy to lessen the severeness of the posture and reduce certain feminine qualities. Women wearing heels will have that arched back, butt out chest forward look to them.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 30 August 2014 at 12:38pm
Made a bigger, more detailed version. Will probably apply what i've learnt to the medium version:


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AshCrimson
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Quote AshCrimson Replybullet Posted: 31 August 2014 at 3:04am
Promised an update for the medium version, here it is:


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