WIP (Work In Progress)
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Zeratanus
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Quote Zeratanus Replybullet Topic: Twee in Spaaaaace~
    Posted: 26 March 2010 at 12:20pm
Yo again Pixeljoint. Been away for a bit. namely, been on a massive Vector spree. Never knew I loved Illustrator so much...


So anyway, I thought it would be interesting to pixel in my new vector style:


Someone here may remember Twee. Think the one of her holding her tuning fork thing was the first thing I posted in the forums here. well this is her in my vector style:


Edit: okay wonderful, the code for a url link isnt working. The preview thing works but when I update the post it breaks. so fine, heres the full image:





So here's the Pixel version:



I really like it, but I know it could be better, especially the colors, and I want to get that stuff ironed out before I start animating anything. So please let me know what you think :D


Edited by Zeratanus - 26 March 2010 at 10:13pm
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Quote Pumpkinbot Replybullet Posted: 26 March 2010 at 8:11pm
Jpg? In my your pixel art? It's more likely than you think.

The bottom one looks nice, though the back of the hair looks flat.


Edited by Pumpkinbot - 26 March 2010 at 8:11pm
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Quote Zeratanus Replybullet Posted: 26 March 2010 at 10:10pm
Ugh... it was supposed to be a link, but i guess the forum's auto-size-up code overrides it. that one's not pixel art, its a vector illustration.


*edit* Okay no the url link code isnt working at all, even on text... so theres the image. woopie.


Edited by Zeratanus - 26 March 2010 at 10:13pm
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Quote Ninja Crow Replybullet Posted: 27 March 2010 at 11:03am
Hi, Z! It's cool - love the style.

If I had to find a nit to pick, I'd say that since her body looks to be turned ever so slightly away from flat on, it seems off that both of her feet stretch down to the exact same line on the screen (the vector looks correct - and amazing btw!).

There is a lot of character in this sprite, and I really anticipate seeing more of it (always loved "Twee").

Thanks.

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Quote NaCl Replybullet Posted: 27 March 2010 at 6:15pm
Cool sprite, but you lost a lot of the curves that gave the vector one it's style. I made it a little more curvy:

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Quote Zeratanus Replybullet Posted: 29 March 2010 at 9:38am
Thanks for the feedback :D

Okay, added in a bit of a highlight to the back of the hair to make it less flat.


@Ninja Crow - I'm guessing that's mostly from the belt line, so I changed it so it curves back down. Let me know if it's better now or not.


@NaCl - The sprite I'm working on I was thinking more of in a platformer game, with gravity and such so her hair wouldn't be floating about like that. But it did give me the idea to give her back her helmet and make the hair more curved for 'in space' areas. Kept the eyes as they are though, cuz they look a little bugged-out otherwise x3


So here's the latest stuff:



Tried to add a helmet without upping the color count... I'm not sure it works, what do you guys think?



Tiles and mockup thing






First time really doing tiles too, so any feedback on them would also be great :)


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Quote Ninja Crow Replybullet Posted: 29 March 2010 at 10:24am
Wow, Z, I love the new one with the helmet - the helmet and the hair are awesome.

I am impressed by the style in the tiles, and they probably work just fine as they are now, but there's a little bit of nagging in the back of my mind that wonders if they wouldn't be even better with larger detail areas, which is to say, some of the smaller, pebbly stuff would be 'shape welded' into larger colour areas (does that make sense?) as in many vector art images, and in your vector (which I love) it seems to me.

Thanks!

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Quote Mikedssx Replybullet Posted: 29 March 2010 at 11:09am
I love it!!  But I think her torso is a bit unbalanced and is rotated slightly to the left.  Here is some kind of edit by me



It just started out as me editing the stance and torso but I got carried away and tried to duplicate 1up's style.  I also selfishly edited your palette to suit my own tastes about color so please forgive me :(

I like what you have here and I would love to see a game with this character.  I look forward to any animations that may come from this.
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Quote Zeratanus Replybullet Posted: 29 March 2010 at 1:12pm
Thanks :D

@Ninja - Could you explain that a bit more? i think I get it, but then, im not sure xD

@Mike - I actually went for the kind of backwards slouch on purpose. The stance you have her in is a bit too... i donno, "stern" isnt the word I want, hm.. I donno, just a bit too bold. Though maybe if I took that pose and made the arms less stiff that would look good too. ill play with it later. in the meantime:



My new one on the left, yours on the right

I curved the back of the head, as yours has it, and the right-most lock of hair, and lowered the right eye down a few pixels. I also changed the darkest blue to be darker (though not as dark as yours) and took the green you used to shade the gray. Few other tweaks too - the U line on the chest is shaped differently mostly. I like how you shaded the lower legs, though, and I think ill change that later.

This was all done in class while waiting for the teacher to help other folks with their coding problems (PHP class) so I didn't quite get everything yet~
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Quote NaCl Replybullet Posted: 29 March 2010 at 7:19pm
I think you're overthinking the gravity thing. Even if you did want to consider gravity on her hair differently in different areas, then her hair without gravity would float freely up, not just curve. Anyway, I say don't let science and logic dictate your art. Also, plenty of women have curvy hair, gravity is not so strong that it pulls all hair directly down.

Honestly the one with straight hair looks totally static and boring, while the one with curvy hair looks dynamic and interesting. I say scrap it and just go with the curvy hair one.
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Quote Zeratanus Replybullet Posted: 30 March 2010 at 12:01pm
I don't know, I just personally prefer the straighter hair  but the curvy one's good too. But I'll toy with the straighter one some more and see if i cant make it more exciting.


Here's my latest work on the tiles (few tiny tweaks on Twee too)




Not every tile I'd use if this was a game, but it's something :P





Also! This morning my Torea animation was made a Daily Deviation over on Deviantart! Since those animations wouldnt have been half as good without you Pixeljoint folks I wanted to give a mighty THANK YOU to Ninja Crow and everyone else who helped me on those! You guys rock :D
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Quote Ninja Crow Replybullet Posted: 31 March 2010 at 12:26pm
Congrats on your deviation!

Well, I don't know if this is helpful, but before you decide on whether you like the old hair or the new hair (heh, my personal favourite - not to influence you or anything...) take a step back and decide if you are experiencing "initiation bias" which is what happens to me all the time. It's when the first thing you see of a subject creates a new room in your mind for that subject, and becomes the immobile standard (as a music analogy, it's for me what makes an original song always better than a cover - though some people like covers a lot, so I guess it varies...).

You may decide that your first version really is superior, all things considered, and not just preferred because it was the first you made.

Or you may find out that you are experiencing "initiation bias", which is keeping you from liking the second one more. If you'd seen the second one first, would it be your favourite, instead? (yeah, touchy feely much...)

Also, don't worry about what I was saying about "shape welding" (I just meant making any area of a single colour as large as possible, as is common in vector art) unless it "means" anything to you as an artist, because I do like the tiles (though on my monitor, the new set is so dark as to be almost featureless ) and fiddly advice is just gonna slow down your coolness .

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Quote Zeratanus Replybullet Posted: 31 March 2010 at 9:13pm
Thanks as always Ninja :)

But the new set is darker? D: I didn't change any colors... the entire center is completely dark though, just flat color, but maybe the 3 browns are too similar? I'll keep workin on it.


Really though, as much as I do like the new sprite, I think I want to stick with the old one and rework it some. It's not really initiation bias i dont think, cuz Twee's been around for a while and I've given her quite a few hair-do's and I always like the straight one the most. I just aesthetically like the long straight line broken by curls at the end. (And, though I do really like that helmet, with the animations I want to do I might go crazy trying to keep it that circular shape in every frame xD. I'd rather finish the animations and THEN think of covering her head in a bubble, cuz otherwise I think i'll limit what I want to do with it)

I reworked it some - the bottom of the hair's changed (I like the up-spike from the curved hair more than I had the down-spike originally) and the arm shape/position is changed.

Edit- Created a combination/compromise :P. Straight, but not straight down. Cut the back of her head a bit short though I think :\

Old/New/Combination




Edited by Zeratanus - 01 April 2010 at 11:24am
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Quote Ninja Crow Replybullet Posted: 01 April 2010 at 1:11pm
YW ;)

Sorry again about the touchy feely stuff - I'm grateful you responded, and your thoughts were excellent. Also, a good idea about doing the helmet last (in fact, I'd probably make it a separate sprite entirely if I were putting it in a game).

I like the new (middle) hair the most (though a bit too much shows between her legs at the moment and seems to give the feel of a very heavy, sausage-like mass, as opposed to the light, springy feel of other versions) the diagonal line on the back edge is not very pretty (sorry!).

I like the combination (rightmost) arm the most. It has a purposeful look, almost masculine in a tomboyish way (though depending on your intent, you may not have been going for that, but I like people with strong personalities as Twee appears to exhibit).

Hope I'm not making you fiddle too much - I'd hate to see this project slow down, it's become a favourite!

Thanks.

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Quote Zeratanus Replybullet Posted: 01 April 2010 at 2:09pm
OH MY BUJESUS!

that last one's arm is apparently BOTH versions of arms put together! And I didn't even notice! But I do like it. So I'll totally say I did that on purpose! All me, baby!


Also, "sausage-like mass" in regards to hair made me giggle harder than it should have x3


And stop worrying about making me fiddle! I posted here cuz I wanted help

Spent today doing a different sprite though, for my girlfriend, and just submitted it to the gallery, so I'll have to get back on this tomorrow (Blasted night classes!)
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Quote Ninja Crow Replybullet Posted: 02 April 2010 at 9:49am
Originally posted by Zeratanus the Blasphemer

OH MY BUJESUS!that last one's arm is apparently BOTH versions of arms put together! And I didn't even notice! But I do like it. So I'll totally say I did that on purpose! All me, baby!
Rock it, baby!
Originally posted by Zeratanus the Giggler

Also, "sausage-like mass" in regards to hair made me giggle harder than it should have x3
Was hoping it would....
Originally posted by Zeratanus the Asked For It

And stop worrying about making me fiddle! I posted here cuz I wanted help
Well okay, you asked for it....
Originally posted by Zeratanus the Prolific

Spent today doing a different sprite though, for my girlfriend, and just submitted it to the gallery, so I'll have to get back on this tomorrow (Blasted night classes!)
That new sprite is very sweet, and excellently made! Education (especially in science) trumps all, so take all the time you need - I'll be waiting here happily for the next image with bells on.

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Quote Zeratanus Replybullet Posted: 05 April 2010 at 9:43am


very WIP idle animation. Back of the hair isn't moving yet, cuz my first go at it made it way too drastic. Going to add more frames in there too so its less choppy and all, just wanted to get to work on the key-frames before going to the inbetweens.
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Quote Zeratanus Replybullet Posted: 06 April 2010 at 12:50pm


Still pretty jumpy with a lot of bugs to iron out and the back hair hasn't been touched (and the back arm doesnt move in 2 of the inbetween frames) but it's gettin somewhere.

edit: Ugh. just realized the back shoulder goes up unnecessarily high. I'll fix that by my next update~


Edited by Zeratanus - 06 April 2010 at 1:04pm
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Quote Mikedssx Replybullet Posted: 06 April 2010 at 5:30pm
Just a slight edit here.  I made it so the head has a bit of mass on the underside.



I really hope you are going to animate the hair swishing back and forth following the movement of the head.  That will make it so lively!!

Oh and I'm not entirely sure what she is supposed to be doing lol.  Just kinda groovin' out huh?


Edited by Mikedssx - 06 April 2010 at 6:09pm
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Quote Zeratanus Replybullet Posted: 08 April 2010 at 8:22am
Thats awesome! Thanks :D

and yeah, she's just kinda bobbin along. I'm wanting a lot of motion in these. The hair will be animated too, just making sure i get the head and body stuff right before figuring out how to make it swing properly.

Haven't had much time to work on this the last few days, but hopefully I'll get something new soon
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Quote TheZakMan Replybullet Posted: 08 April 2010 at 8:34pm
asowwwmmmmeeeeeeeeeee man!! love your style!
.:( Z )
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Quote Zeratanus Replybullet Posted: 15 April 2010 at 9:28am
Thanks man~


Also - yaaaay! Smoother and with hair motion!

Old vs New



Edited by Zeratanus - 15 April 2010 at 9:33am
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Quote Ninja Crow Replybullet Posted: 15 April 2010 at 12:07pm
Lordy, I hope you do a ton more of this project. I'm going to say it reminds me of Metroid so that I can compliment your Twee as being a character I think I'm going to love as much as Samus.

(just to put something useful here, I'll point to the triangle of hair that come down on either side of her cheeks, and note that the one on our left needs to fall straight a bit as she tips her head to our left so that it has a sense of weight - the one on our right seems to do it that way which is what made me think of it.)

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Quote Rundo Replybullet Posted: 15 April 2010 at 1:14pm
Originally posted by Zeratanus


Old vs New



It looks like she's dancing, especially on the first image.
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Quote Zeratanus Replybullet Posted: 15 April 2010 at 1:46pm
haha, yeah she's groovin there :D

@Ninja - Ah! you're right! and fixing that led me on an eye-bleeding touchup spree to get the hair, hair highlights, eyes, and eyebrows all to move more smoothly! And don't worry, I've already got a number of other animations in mind. I might start on them soon, too, cuz I don't know how much longer I can stare at this piece!

v4 vs v5


Also, because you brought it up, and i made this a while ago but never bothered to upload it anywhere before:
(vector, NPA)



*heeheehee!*


Edited by Zeratanus - 15 April 2010 at 1:48pm
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Quote Zeratanus Replybullet Posted: 16 April 2010 at 11:19am
Another day another reminder that my eyes hate me~

Anyway, i think the standing is pretty finished now. Tweaked it some more - eyebrow movement is smoother, there were a few issues with the leg details, and the bottom hair spike blipped~

I also doodled up a veeery rough run animation, and some keyframes to a "grab the ledge" animation, and a portrait picture thingy~






yay productivity~
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Quote Ninja Crow Replybullet Posted: 16 April 2010 at 12:44pm
The ledge-catching sketches are amazing - I hope nothing about their perfection of expression is lost in the colouring!

The run is pretty good, too, but it seems that when her head tips to her right ("out" toward us)it pops down rather abruptly (it also goes down farther than when it bobs to her left - which may have been a perspective issue, but I don't know if she's a "deep" enough object for this to be needed).

Great expression on the portrait, though it seems as if the curve of hair going down over her cheek on our right is a little jaggy. This one's pretty much a nitpick, so ignore it if you think you're gonna start haemorrhaging again!

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Quote Zeratanus Replybullet Posted: 16 April 2010 at 2:28pm
Thanks again Ninja :D

but that little head blip was just an animation error lol. It shouldnt really go down any further than the other side does~. I fixed the portrait image, but havent bothered to save it out again yet.

for now, heres some progress on the run - no movement in anything but the legs so far, starting with the basics and working my way up to the details like before :P


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Quote Ninja Crow Replybullet Posted: 17 April 2010 at 3:00pm
Is it correct to assume that this animation only has the feet moving for now, and there actually will be a side to side (in and out to our perspective) head bobbing? (arms, too, one hopes.)

Also, though these may be fixed in the next step of your WIP, I'll take the risk of pointing them out here: the face is not as "cute" as the sketch, which I'm blaming on the eye being too far up from the chin (even compared to other poses, like her standing sprite) and the line from the chin to where her nose would be is too flat. (Soooo this'll seem to come out of nowhere, but have you ever heard of the awesome Oban Star Racers? Here's it's cool theme OP. Okay okay, I mention it because even characters drawn so stylised that they have no noses at all still need a bit of a bump-out from the side, as in this picture of a dude from the show. Plus I love the show. But what do you think?)

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Quote jalonso Replybullet Posted: 18 April 2010 at 8:48am
Nice work so far. The idle stance is a bit slow.
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Quote Zeratanus Replybullet Posted: 19 April 2010 at 8:50am
@Ninja - yes, hopefully this latest WIP will explain things a little better. That frame for the head is actually the bobbing away from the screen frame, so her eye is raised up more and all.

And thanks for the suggestion about the nose, but I think I'll keep her face flat, like in this image (first picture where i used this style actually). I'll keep it in mind though, since I do have other characters in this style I may end up spriting that do actually have noses :)


@Jal - Thanks :). but the stance is slow? I can't really speed it up any more than it is without it looking like she's doing aerobics. I could add more frames in to make it smoother maybe, but that wouldn't speed it up (each frame is at .2 seconds right now)


Latest, still very rough running WIP - forgive the horrible hair movements, but the face and arms move roughly now. I'll be changing them so they animate smoothly later, with 6 or so head/arm changes instead of 3



Slight change to the idle - the nearest arm kind of blipped a little when coming forward and it irritated the hell out of me when i noticed >:|


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Quote Ambient Replybullet Posted: 19 April 2010 at 8:22pm
I really like what you've got going here. One thought on the idle animation though. When she reaches the last frame swaying to her right, her chin moves SW, but her hair barely moves. This just seems kinda... weird.
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Quote Ninja Crow Replybullet Posted: 20 April 2010 at 11:37am
Originally posted by Zeratanus

That frame for the head is actually the bobbing away from the screen frame, so her eye is raised up more and all.
Okay, looks great, then!
Originally posted by Zeratanus

but I think I'll keep her face flat, like in this image (first picture where i used this style actually)
Alright, but the only reason I asked is because in the green WIP sketch, the outline of her face is exactly perfect to what I was expecting, and I was surprised by the difference - I didn't know you had a specific style in mind, though, so that's fine. But the flat line you're using now is pretty tall, so if it was shortened (doesn't have to be as much as in the WIP...) it would probably look a lot better.

And I love your newest idle animation - it's terrific!
Speed, stance, expression, and everything are just great.

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Quote Zeratanus Replybullet Posted: 21 April 2010 at 9:54am
@Ambient - Which part of the hair do you mean?


@Ninja - You know what? you're right! So I'll ditch the completely straight line.

Heres the latest on the running. didnt do that much to it besides edit the face a little and make the shoulders move. spent most of my time on the idle again...



As for the idle... lots of tweaking. Eyebrow movements changed in a few frames, and they had a unique color for some reason, so thats been changed (down to 14~ woo!), hip movement tweaks, shoulder on the left's been tweaked, the jaw when bobbing to the left's been tweaked, the lines on the suit's movements been tweaked...

so yeah, the 3rd version of the 'finished' animation lol

old v new



Edited by Zeratanus - 21 April 2010 at 9:57am
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Quote Ninja Crow Replybullet Posted: 21 April 2010 at 10:23am
Originally posted by Zeratanus

So I'll ditch the completely straight line.
Okay - hope I wasn't too tiresome about it.

Originally posted by Zeratanus

so yeah, the 3rd version of the 'finished' animation lol
The latest stuff looks great! (No really! If you want to go for a fourth, just stop yourself and save it till after everything else is completed because the sad fact is that an artist never thinks their work is done )

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Quote Ambient Replybullet Posted: 21 April 2010 at 7:35pm
Originally posted by Zeratanus


@Ambient - Which part of the hair do you mean?

The top right corner of her hair barely moves, but her face moves down to the SW several pixels. I think this is kind of odd.
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Quote Velrio Replybullet Posted: 24 April 2010 at 10:48am
This thread is an inspiration. I would like to see more when you get around to it~!
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Quote Zeratanus Replybullet Posted: 26 April 2010 at 9:10am
@Ninja - I'd rather go crazy from trying to make it perfect than to crazy from noticing all the little mistakes every time I see it 

@ Ambient - Oh, I think i see what you're saying, but does it still look that way in the newest version? (the jaw doesnt move down as far SW anymore)

@Velrio - You're too kind~ But I'll definitely indulge you - Here's the latest!

slightly edited portrait: (not New vs Old, two different expressions)




ruuuuuuuuuuuuuuun~


still plenty of work to do, but now the arms and face have the proper amount of animation.
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Quote Ninja Crow Replybullet Posted: 26 April 2010 at 11:32am
Looking good. But I do notice that the band around her elbow seems to pop as her arm moves, and the bang of hair between her eyes flattens toward her forehead too much as it shifts.

The new expression is cute - I hope she'll have a lot of them.

(p.s. are you going for something that's mostly a mock-up, or do you hope for it to be playable?)

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Quote Zeratanus Replybullet Posted: 27 April 2010 at 9:56am
Yeah, that little blip is annoying >:( stupid pixels!

And this is just a mockup thing. Programming has completely left me since Flash flipped to Actionscript 3 and then i forgot all of 2 <<

Anywho, latest version: side hair moves up and down, middle spike is smoothed out, arm twitch removed, leg shading added, bit of eye tweaks. Unless theres something glaring here I'll probably move on to trying to get the back hair moving next.



Edit: probably going to add some bounce to the hair on the sides if i can. don't care much for them just moving up and down.


Edited by Zeratanus - 27 April 2010 at 11:03am
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Quote Ninja Crow Replybullet Posted: 27 April 2010 at 12:29pm
The far sprike of hair (don't know where that word came from - been using it for years - probably a portmanteau of spike and sprig...) behind the chin seems to move through a greater range of up and down motion than the nearer one. Also, the rightmost pixel line on the central sprike should move up and down, but not shrink to nothing, which looks wrong somehow, I feel.

The elbow band still seems to pop (this is a real nitpick, I know!). There is a discrepancy between frame two and three (where there is a sudden crook in the elbow) and between frame seven and eight (where she straightens her elbow faster than a real person could move). The 7 vs 8 issue is bigger than the 2 vs 3.

Sorry about that! But the shading in the legs looks great, and I still think this is an awesome animation.

(p.s. I hope you do get around to making as many game assets as possible, in the hope that someday, someone may come along and feel like helping you out... )

Edited by Ninja Crow - 27 April 2010 at 12:32pm

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Quote Zeratanus Replybullet Posted: 10 May 2010 at 1:39pm
Phew. working this again after a while. been doing other junk~ and at home I've been busy wasting my life on video games ><


I'll be graduating college this week too, and I'm hoping to focus on a graphic novel project afterwords, so I'm not sure how often I'll be working on this, but I'm definitely going to keep it in mind.


Anyway, I think I finally got rid of that kink in the elbow (cant believe I didnt see it sooner! thanks Ninja) And I've made the spikes all sway with her movements. They aren't perfect yet (closest one needs to sway more in the middle especially) but it's something. Elbow and arm needs more work too, i think... but eh, always time for more tweaking!

Still haven't touched the back <<




Edited by Zeratanus - 10 May 2010 at 1:42pm
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Quote PixelSnader Replybullet Posted: 10 May 2010 at 6:11pm

Hadn't seen this thread before. Was gonna comment on the character's center of gravity but then scrolled down.


Actually. While this -might- work as a run animation, it doesn't work as the strut it currently is. The arms need to swing, reverse the timing on the legs (move fast across the surface, slower through the air) and add some more bouncing motion in there.

Character is cute though, very cave story.


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Quote Ninja Crow Replybullet Posted: 11 May 2010 at 1:20pm
Hope you don't hate me too much, Z, but now the shape of the band at her elbow goes from an upside-down U to a sort of stretched S and I don't know why the sudden downward bulge appears.

And yes, the near sprike doesn't move as much as the far sprike, but I think the far one may swing too much? Also, I don't know how WIP the near sprike is, but when it moves to its most forward position, it pops across too big a gap to look natural.

Oh, and the central sprike doesn't seem to have enough mass to swing its tip out that far.

Congrats on the graduation - have you ever mentioned or cared to mention what you studied?

Graphic novels also sound awesome, but does that mean that games/pixels is the hobby, or the other way around? In other words, if some kind of genie were to make you choose between the two, which would you pick . (I for example, with many interests, struggle between game creation desires and a compulsion to write.)

@ snader: Yeah, I hope more people can come to this thread and enjoy the art that Z pops into it! I'm sorry to disagree with what you said about the run, though maybe what will improve it for you is it just being a little faster? I'd hate to turn it generic with normal arm swings etc., but if you have more reasons for your position, I'd like to hear what you have to say.

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Quote Zeratanus Replybullet Posted: 14 May 2010 at 7:15am
Okay, I'm just going to redo those freaking arms! 

Maybe I will make them swing. but more of a 'sideways' swing than the standard. like Mario 64 or something. We'll see~


@Snader - Thanks for commenting :D. sometimes i feel like I should just be PMing Ninja . I'll definitely keep your thoughts in mind, but I'm not sure how to reverse the leg speed - right now they are each 4 frames up and 4 frames down, and seem the same speed up and down to me. If you could point me to something to use as a reference or elaborate that would be great :)


@Ninja - yeah like I said I'm just going to rethink the arms altogether lol. but I don't hate you for it ;). I want these to be as good as I can make 'em. I'll keep working on the swinging hair too.


As for my schooling, my degree is in Graphic Communication. I'm working as a student graphic designer right now, though that'll end when I graduate... uh... today.... Bye-bye income! T_T


And yeah, drawing is my biggest love. I'd generally say my hobbies go drawing > pixel art > gaming. but when I find a new game that I love it tends to forget its place and jump to the front of the line for a few weeks lol.



Not sure if I'll have time to work on it today, but I'll do my best to keep working on it between other things while I'm stuck at home~
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Quote PixelSnader Replybullet Posted: 14 May 2010 at 10:05am
Yes. You have 4/4 which is exactly why it's off.
The key aspect of a 'run' is that at some point in time, both legs are off the ground. If you have 4/4, you'll always have one foot on the ground.

Here's what I mean with reversing the speed.

In your current method, the leg has 4 frames to traverse the lower.. ~40% of the ellipse, and the other 4 frames for the remaining 60% of the ellipse. Thus the legs move slower on the ground.

In the middle example the distance between every frame is roughly the same, giving a fluid motion.

The lowest one has most time allotted for the upper part of the motion, and only 2 frames on the ground. This will give a light, fast run, with fairly long strides.

Now this is just based on an ellips, which isn't the shape your feet make, but it gets the point across. I'll whip up a better example in a few days.

In the meanwhile... Reference!
http://www.youtube.com/watch?v=ErKWoOmthmc
http://www.youtube.com/watch?v=QlrSAmqF-HQ

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Quote Zeratanus Replybullet Posted: 14 May 2010 at 11:47am
Ah, okay, i see now! Thanks! 
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Quote Ninja Crow Replybullet Posted: 15 May 2010 at 12:49am
Please don't do anything too drastic

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