WIP (Work In Progress)
 Pixel Joint Forum : Pixel Art : WIP (Work In Progress)
Message Icon Topic: Big WIP: Trying different things! Post Reply Post New Topic
<< Prev Page  of 15 Next >>
Author Message
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 24 August 2015 at 7:08am
I find it strange that you compare your display to Shining Force and Fire Emblem, but use the same sprites for the battle animations and the overworld. Usually, people do that for the sake of being able to have everything happen in the overworld without cutting away to a separate screen. If you're going to use a separate screen anyway, would it not be better to use separate sprites for them? A set that reads best on the battle screen, and a set that reads best in the world?
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 24 August 2015 at 9:32am
Sorry i forgot to add an example of what i have in mind for the ui + battle screen in action here (a really basic example sorry):



The animation would stop as the text for the damaged unit is displayed and resume after a player presses button a/etc.

Hopefully that answers why the sprites remain consistant, but i do understand why it would be beneficial to have two forms of them.


Edited by AshCrimson - 24 August 2015 at 9:35am
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 24 August 2015 at 9:38am
Why not have the same structure (with the animations pausing as needed) and information, but with the focus being on the units as they are in the overworld? Or is there just not enough space for that?
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 24 August 2015 at 9:44am
I could try that, the only concern is that some of the attacks extend well beyond 32x32, as well as issues regarding which unit overlaps the other one when attacking.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 25 August 2015 at 2:27pm
I'm making a demo of a game, it may or may not come to fruition, hence the stilted animations, UI, discussion of animation combat style etc.

Right now, im not too happy with the stilted animations, i feel their quality is frankly rubbish, but im unsure of how to emulate the feeling i get from shining force. Do i add more frames, making it smoother but straying further from my original intention? I'm unsure of how to improve them without adding more frames.

I'll post the sprite sheets along with the animation for context The first frame is idle, 2-3 is the wind up/start up of the attack, 4th is the actual attack frame which will linger during combat and 5-6 are the recovery frames which would then revert back to the first frame.

Hoplite:






Legionnaire:





Archer (Blue):





Priest (Blue):





Warrior:






Beserker:





Archer (Green)





Battlemage/Spellsword:






Edited by AshCrimson - 26 August 2015 at 9:57am
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 25 August 2015 at 4:54pm
Most of your framecounts seem fine to me given the size and motion range of each animation. The Battlemage is the only one that I think would really benefit from extra frames, because it looks like you're going for a very large motion. Adding more frames to all of them wouldn't hurt, but I don't think it's necessary.

The real problem is that your timing isn't quite there yet. Unfortunately, that's also the hardest part to do well without having film reference.


Miscellaneous feedback on specific animations:

Your archers hold their position nicely after letting go of the arrow, but then their arm snaps back. I think if you have the arm also move down as the archer is putting down the bow, that'll help make it look smooth - no extra frames needed.

The priest holds too long on the... smear? sparkles? The fourth frame. If it's meant to be a smear, it shouldn't be holding on it at all. If it's meant to be sparkles, then I think instead of holding on that frame, you should insert another frame where the sparkles change, or add remnant sparkles to the frame after and shorten the duration of the fourth frame.

Your vertical attacks (Legionnaire, Warrior, Berserker) all have the same timing issue where they lift their weapon at the same speed (faster even, if I count the frames) as they attack downward with it. This makes the attacks look like they lack power. Put some weight to the weapons by making them take longer to lift, and by making them come down faster. You don't need to add more frames, you could just change what each frame depicts. For example, your current frame counts on the Berserker are 2 for lifting and 2 for the downward motion, and the first and last frames are transitioning into standing. Instead, try 3 frames lifting (the last frame of the lift should be the frame you hold on), and 2 frames attacking (replacing also the last frame), the first of which is the downward motion pretty much complete (a smear would help make it look smoother), and the second is the recovery/transition.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 26 August 2015 at 12:40am
Thanks for your input Eishiya, I really appreciate it! Will follow your advice.

Edit: Updated Beserker animation:



Old version next to new for comparison.

Wasn't sure Eishiya if you wanted me to still delay/stop on the fourth frame, it didn't make sense to me since the attack hasn't actually connected yet, unless i misunderstand your advice.

Sorry if i have!




Edited by AshCrimson - 26 August 2015 at 9:57am
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 27 August 2015 at 3:21am
Mainly small updates:

Priest:



Battlemage:



Archer:



Non-animated stuff:

I'm still working on a decent font:



IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 27 August 2015 at 2:36pm
The attack should definitely not freeze on the smear, no. On the frame before that would be appropriate, but the point of smears is that they should flash by quickly, or they lose their effect.

Edit: Maybe even the frame before that, depending on how you want the animation to feel. Pausing at the apex rather than just before the apex might make the attack feel too abrupt when the animation resumes. Since the animations are to be seen in two parts, you have to consider the effect of the pause. I think the easiest way to do this is to do these poses/actions yourself, and pause partway through. Where does a pause feel more natural?


Edited by eishiya - 27 August 2015 at 2:41pm
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 31 August 2015 at 1:53pm
Tried what you said, and im assuming something like this (in terms of the blur effect):



(An extra frame was added, for a total of 7)


Edited by AshCrimson - 31 August 2015 at 1:53pm
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 03 September 2015 at 1:59am
So i played some telepath tactics recently and i really like the units and pixel art from it, so in order to get me out of my comfort zone of doing small 32x32 units/people i tried to make a base directly inspired by telepath tactics' sprites:



Still getting the arms and general proportions down.
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 03 September 2015 at 6:09am
If the three images on the left are intended as a three-frame walking animation: Not a great idea. Even on small sprites it looks just good enough to be a viable economical solution; with larger sprites it looks terrible. During a walk does a person never makes a standing-still stance, so it always looks off when you try to fit a 3-frame walking animation to a sprite that is large enough to have discernible limbs. It could work and look only a little wrong with large sprites that have their legs hidden, but if the legs are visible it just looks wrong and lazy.

The first three images appear to be in different perspective than the fourth, is this intentional?
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 03 September 2015 at 6:18am
Yeah it was intentional. It wasn't meant to be a walking animation, i just wasn't sure if i should have both just standing straight. I'm not sure if i'll animate them, but it was more of a practice i guess.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 08 September 2015 at 6:49am
Some non-human stuff for once:

Revamped worm idle animation (orange):



Green is the old one for comparison.

Non-fanged version, in case it looked too snake-like:

IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 08 September 2015 at 7:58am
Without teeth, the shape reads more clearly. However, it still reads like a snake, because of the pose. Tail raised, head/"neck" raised and slightly back is a very stereotypically "snake" thing to do, while worms are associated as keeping flat to the ground, perhaps (in fantasy settings) raising their heads slightly off the ground. Worms also tend to have fatter tails and heads instead of having the gentle tapering that snakes do.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 08 September 2015 at 8:35am
I wanted something sort of like this:



and



(But not in terms of size)

I could put half of the body underground/cover with earth.

I was sort of aiming for the stereotypical fantasy dnd giant worm/sand worm thing.

Thanks for the info, will change it. Btw, for some reason no one's avatar's are appearing on this forum, is it a bug or a glitch?
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 08 September 2015 at 11:25am
Made four quick edits of what i meant, as well with your words in mind:

IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 08 September 2015 at 1:15pm
Unless the dirt is used as part of the animation/theme somehow, I don't think you need it. The new tail reads better as more worm-like, though you may be able to bring back some of the visual interest of the old tail. How about making the body curve horizontally instead of vertically (coming out of/going into the canvas, versus going up and down).

Thinking about it more (and after looking up lots of different worms for fun), I think the other "issue" is the mouth. That mouth looks like it has the hinged sort of jaw you find on snakes (and humans and muppets), worms do not have jaws (or tongues, as far as I know). Worms also don't tend to have distinct heads because they don't have skulls (they often have distinct features around the head, but not distinct heads as such). In short, the reason your worm looks like a snake is because it has a lot of snake features, and no worm features.

Also, the avatar thing isn't just you, a lot of people are having this problem (might just be that way for everybody). Don't know why.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 09 September 2015 at 2:03am
Good to know it's not just me at least.

Hopefully it looks more wormish, also added a little animation to it so it's not so static.

Reduced the size of the head, tried making it basically a mouth and added four fangs but tried to keep it wormlike in appearance:

IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 10 September 2015 at 1:25pm
Unfortunately the game fell through, so i feel like i've wasted time on extraneous stuff, but at least it made me try other stuff.

Here's some weapon stuff (32x32):



Tried varying differing forms of weapons.

Also sorry if i seem to be all over the place with WIP's, i still work on stuff after i've posted it, but most of the changes are either small or require a complete overhaul.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 24 September 2015 at 7:16am
Sorry for the lack of updates, been really busy with work and other stuff.

I've also started drawing and when to my first life drawing session on tuesday, in an attempt to help me learn anatomy better and because i got told i should branch out into more traditional forms of art.

If you're uh, interested in seeing what i did here's a link to my imgur gallery with 6 of them in it (warning NWS due to badly drawn female anatomy): http://imgur.com/a/UJpf0

I've been trying to apply what i learnt to my smaller stuff and as such i've been re-doing the torso, as i found it lacking:



O = Old Torso's and N = New one's.

I don't know if at this point im tilting at windmills and should just accept what i've got at the moment, because im now worried the new one's look too thin and that i've messed up the waist/hips

IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 27 September 2015 at 3:05am
Re-did all of the units and added some the new torso; some are basically the same, whilst others have changed a bit:



O = Old Version, N = New Version

Hopefully they're still easily visible, removed the tartan like stripes for now.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 07 October 2015 at 5:40am
Sorry for the lack of updates and progress as of late, I've been in a bit of a slump.

I feel my stuff is quite awkward and stiff, my creation process is that i create the limbs and then add them all together, rather than creating a skeleton to work from, which is probably why they're so stiff/awkward.

Here's something so it's not just all text



I'll probably re-think my whole process of creating these.

Sorry for the downer post, any advice, feedback, critique etc is welcome!

Edit: Will update with an example of the process i have in mind
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 20 October 2015 at 6:17am
Been focusing on drawing, so had to scale back on pixel-art for a bit, but i've managed to do some things:

Redid the legs again, also tried sub-pixeling for breathing during the idle animation:



Also, here's the process i was refering to in the previous post:



IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 20 October 2015 at 7:27am
It looks like their chests are trying to separate from their bodies, because the chest appears to move far too much relative to the motion, because the chest is moving up as the torso is moving down (which also makes it look a bit like the chest is unattached to the torso and is trying to escape). The shading also suggests that they lean forward much more than they do.

The head and arm motion relative to the body looks good!

The feet seem to grow and shrink. I am guessing this is intended as the feet turning slightly? I think it needs a little more polish (and some subpixeling?) to read well, like the highlights moving a little (which means you might need to make the highlights smaller).

The skirt on the one with the round shield looks very stiff so far, making his legs look flat rather than like 3D tubes. The skirt should drape over the legs. The legs don't become smaller when he crouches/bends his knees, so the skirt's front should remain relatively stationary relative to the knees. The legs *look* shorter because of foreshortening, and so should the skirt.

The skeleton is a good idea and looks like it's working well!
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 20 October 2015 at 2:48pm
Thanks for the critique and advice Eishiya.

Regarding the chests; should i reduce the breathing? Maybe even reverse the breathing, so he breathes when he's fully standing, rather than crouching?

I was trying to make it look like he was leaning on a different foot as he pivots forwards, but i see how it can be read as such, will probably try sub-pixelling it.

I'll fix the lowest crouching frame of the idle animation, i see what you mean, the skirt shouldn't stretch down, given the foreshortening.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 24 October 2015 at 2:44pm
Attempts at forshortening the arms, still a bit wary of this but i was having difficult replicating certain positions/stances of the arms:



One of the stances (second, non-outlined) is inspired by this:



Quick update on idle so far:



Reversed breathing, tried to fix the skirt(s) on the lowest frame, fixed feet as well. (Ones above are placeholders that can easily be changed if need be)
IP IP Logged
jalonso
Admiral
Admiral
Avatar

Joined: 29 November 2022
Online Status: Offline
Posts: 13537
Quote jalonso Replybullet Posted: 24 October 2015 at 4:51pm
I just love keeping up with your thread.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 28 October 2015 at 7:05am
Thanks Jalonso, just sorry for the lack of variation in my stuff!
IP IP Logged
jalonso
Admiral
Admiral
Avatar

Joined: 29 November 2022
Online Status: Offline
Posts: 13537
Quote jalonso Replybullet Posted: 28 October 2015 at 9:21am
You be you and keep it up and stop apologizing all the time :p
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 29 October 2015 at 6:34am
With the game falling through, i don't see the need to limit the frames anymore, so here's the revamped one-handed attack basic animation:



Also spear thrust:




IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 31 October 2015 at 3:12pm
An attempt at a defeated/death animation:



Thought i should get some critique before i continue with it, i feel it's awkward atm, tried getting the torso to rotate but im not feeling it's right
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 31 October 2015 at 4:28pm
I think the problem with the bending is that your entire torso+upper leg part is rotating as a single rigid entity, without the legs rotating at the hips and without any bend in the waist. In trying to do this motion myself (on a soft surface though), I found that my torso drooped forward at the waist, and rotated forward relative to my upper legs, forming a flat triangle (with the knees, butt, and head as the vertices).
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 02 November 2015 at 12:46pm
Thanks for the advice Eishiya, this will probably sound really stupid, but im having difficulty envisioning it and unfortunately i don't have a camera atm to take pictures of me trying the pose in front of a mirror, could you do a really quick example of what you meant? I usually wouldn't ask sorry if sound demanding.
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 02 November 2015 at 1:34pm
A camera wouldn't help in this scenario unless you have someone else filming you (not as stills, but as video), and if you have someone else, then you might as well ask them to fall for you.
Have you tried falling yourself? Even if you can't see yourself do it (I couldn't see myself), you can feel how your body is moving.

I tried to find some gifs and failed. So, here are two very sketchy versions of how a person might fall from being on their knees:

(the "frames" are not necessarily on the same time scale, I just wanted to show some key parts)
The head-first fall is what I've been talking about, since it looks like what you're going for. The person leads with their head, so their body consistently forms a < sort of shape pivoted on their butt. This is a possible fall, but it isn't common for death animations because it tends to look a bit comical, especially since people tend to remain stuck in pose #4 (butt up) because friction keeps their body from flattening out. It can be done non-comically, of course.
The crotch-first fall is more common for death animations (from both standing and on-the-knees positions), the person leads with their crotch/abdomen, so their body makes more of a > shape with their waist/abdomen as the pivot, and their upper body and head follow.

In both cases, there's a bend in the body somewhere, not just at the knees (I didn't mark the knee pivot in my sketches because it's obvious). In yours, there's no bend, the thigh-pelvis-torso all move as a single rigid object with no pivot, the knees are the only pivot.

I hope that helps, despite the sketchiness! I have way less experience animating than you, so take what I say with a grain of salt.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 17 November 2015 at 4:07am
Sorry for the late reply, thanks so much for the example Eishiya!

Here's a small update on the falling/death animation:



Here's some more updated combat animations:







So yeah, not alot of big updates, more just trying to smooth out stuff and make it better, even if it's only slightly so.

Also i looked at some of the bigger character pixel pieces on the gallery and tried my hand at a larger, more detailed warrior in order to get out of my comfort zone of doing very small characters, before realising that im pretty sure i got the proportions and anatomy wrong:



Pose originally based off of this picture:



I've been doing sketches and attending life-drawing sessions in an attempt to improve my anatomy, it's slow going at the moment but only time will tell whether it actually helps me.

I'd really love to be able to get the smoothness and clarity soon in AlcoPopStar's work such as this:

http://pixeljoint.com/pixelart/99516.htm

...But im still a long, long way away from that.
IP IP Logged
MrHai
Commander
Commander
Avatar

Joined: 12 January 2014
Location: Norway
Online Status: Offline
Posts: 119
Quote MrHai Replybullet Posted: 19 November 2015 at 6:59pm
I love your progress.

I love your dedication and focus.

I love that you're doing life-drawing sessions. It's the single best exercise for understanding how to portray anatomy in 2d, in my opinion. Stick with it!
"Work is more fun than fun"
-John Cale
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 23 November 2015 at 9:15am
Thanks so much for the comment Mr Hai, i really appreciate it!

Made a few small changes, mainly the shape and size of some of the limbs.



Still worried about the legs and knees.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 29 November 2015 at 7:29am
A smaller update + new pose:



Struggling to get the knees to be visible when it isn't broke up into sections by colour.

Still slow going but hopefully improving.
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 29 November 2015 at 5:40pm
Don't worry about trying to make the knees visible. They're usually not that noticeable anyway! Instead, give your characters more interesting lighting overall. They're drowning in the light right now, there's hardly anything in shadow, so everything looks flat. If flatness is your goal, then details would just work against keeping the flat shapes readable.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 30 November 2015 at 1:15pm
Thanks for the comment eishiya. Right now im trying to put what i've learnt anatomically into action and everything else is secondary, although i realise that good shadows will help complement that.
IP IP Logged
eishiya
Commander
Commander
Avatar

Joined: 04 August 2022
Online Status: Offline
Posts: 1109
Quote eishiya Replybullet Posted: 30 November 2015 at 4:11pm
Pixel art is usually not the best medium to practice surface details like knees. Instead, focus on showing what you know about the role knees play in the body through good shapes, solid forms, and animations that feel right.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 24 December 2015 at 2:12pm
Thanks for the response Eishiya and sorry for the late reply.

This is probably a bit too personal for this forum,but i suffer from depression and i've found pixel-art to be very therapeutic, one of the few forms of art i could actually engage in and feel like im genuinely semi-competent in it, even if my results never reached my (admittedly) lofty expectations.

It's motivated me to do stuff i thought i could never make and made me consider actually getting into art proper,but at the same time it all depends on my mood.

I see other artists, much more skilled than me, moving onto different things and getting better, but im still doing these bases and units, even though i enjoy them and that's pretty much what i've went into pixelart wanting to do, i don't know if i'll ever truly be happy with what i make but i'd just like to say thanks for indulging me in this so far, i really appreciate it.

Sorry for that tangent, i just wanted to sort of explain thought processes behind why im so critical of my own stuff, probably to the point of unreasonability.

Anyway, here's two pieces, made a bigger base compared to the 32x32 one, one that i could actually use as well! Im slowly going up in size but i don't think they'll ever truly be "big".

As you've probably noticed i've been working on bigger bases as of late, i like the idea of having a bigger canvas to work with, but i also worry about the limitations it would pose on me, trying to find a happy medium between getting in more detail but still being manageable enough to animate/make.




IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 02 January 2016 at 4:20am
Sorry 'bout that last post.

Trying to diverge from just doing one swing attack (the overhead one), here's a really quick attempt:



Not a lot of moving atm, just wanted to concentrate on the actual arms + torso for the moment.

Edit

Quick update, now with blur + extra frames, hopefully less awkward now:


IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 09 January 2016 at 3:33am
Some variations:

Updated version from the previous post:



Tried doing a swing forwards, then transitioning into the slash from before:



A more active version of the original:



A spear thrust, without much movement:



Was worried that they're all too passive and require more movement.
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 13 January 2016 at 9:18am
Sorry if i alienated anyone as of late.

I've still been looking at HEMA and how other games handle and depict attacks, breaking them down frame by frame.

Two-handed attack:



I felt it looked awkward when switching the weapon to the right side and recovering, so made this quick change:



I feel it only looks right with two-handed swords, anything other then that might look odd.

An attempt at a map because world building (literally):



Legend needs to be done, might need to make it bigger.
IP IP Logged
Friend
Commander
Commander
Avatar

Joined: 01 April 2015
Online Status: Offline
Posts: 710
Quote Friend Replybullet Posted: 14 January 2016 at 6:04pm
youre going places bro :D
IP IP Logged
noriah
Midshipman
Midshipman
Avatar

Joined: 15 November 2016
Online Status: Offline
Posts: 34
Quote noriah Replybullet Posted: 20 January 2016 at 3:35am
The orientation of the factions on the map isn't bad, but I think you could make the borderlines more organic. The same for the island clusters, each of the dots is kinda same-y like a picket fence. If you add variation and think about how the water flows and erodes the land, I think it'll look much more interesting. Also the big masses on the left, the green, red, and orange (especially green and red), have similar sizes, I think if you adjusted so that the sizes are somewhat different, or at least distributed over a more varied shape that would make it more interesting.

Here's some useful sites for map stuff:

cartographer's guild

Reddit /mapmaking
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 20 January 2016 at 3:22pm
Thanks for the comment friend! I'm not sure where im going atm though.

Noriah:

Thanks for the advice and link, here's a quick edit i did to mine, hopefully it looks more like an actual landmass, still unsure of how to make the borders more organic, but i'll keep tinkering with them:



White territory is mountains/undiscovered/unexplored

White squares are capitals for blue and purple provinces in (Majority towns/cities for orange)
IP IP Logged
AshCrimson
Commander
Commander
Avatar

Joined: 24 April 2020
Online Status: Offline
Posts: 606
Quote AshCrimson Replybullet Posted: 25 January 2016 at 1:43pm
Attempts at different angles other than the front for units:



Hopefully i've kept them consistant.
IP IP Logged
<< Prev Page  of 15 Next >>
Post Reply Post New Topic
Printable version Printable version

Forum Jump
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot delete your posts in this forum
You cannot edit your posts in this forum
You cannot create polls in this forum
You cannot vote in polls in this forum