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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
![]() ![]() ![]() Posted: 25 July 2009 at 12:01am |
Hello again folks.
Well I'm workin on more spritin stuff lately and was animating a character of a friend's story thingy whatever. It was all well and dandy until I decided to make an attacking animation... and thanks to my fear of frame-by-frame and insistence on reusing already-drawn parts of the body it was just.... so... so godaweful. so weak. so pathetic. It actually shocked me into abandoning that pisspoor animation style altogether (hopefully) Now what I've got is going much, MUCH better. But I'd love any feedback you folks have on it: ![]() Obviously still very much a WIP with stand-in colors so i can tell armor parts apart and such. Please, let me know what you think :D (oh, and if the swings are slow that's the browser. It plays fast and fine on my windows firefox but this Mac's firefox plays it slower. Ah well) doubleedit: after looking at it zoomed in a while that hair braid in the back (not the pony tail) is bothering the hell out of me how it blips up and down. Ill get that fixed. Edit: Current Sword Swing: ![]() Running: ![]() Standing: ![]() Looking Around: ![]() Portrait: ![]() Edited by Zeratanus - 30 October 2009 at 8:58am |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Fleshed out the sword swipe more.
But seriously, if anyone has any feedback it would be greatly apreciated. it'd be really annoying to get further with this only to have to go back and fix something that should have been corrected at this stage. :) ![]() |
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geminoid
Commander ![]() ![]() Joined: 04 June 2008 Online Status: Offline Posts: 121 |
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the only thing i could thing of to improve it would be to have the head turn ever so slightly less to the right on the follow through. I can understand that the body is forcing the head to follow through along with it, but i think it would look more natural if She seemed to be attempting to keep her Eye on the target. Super nice flow though so far.
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Hatch
Admiral ![]() ![]() Joined: 05 August 2015 Online Status: Offline Posts: 1387 |
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I agree with geminoid, cept maybe you don't have to modify her head movement, but just her eyes. As long as it looks like she's looking at one thing consistently it'll be peachy.
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Thanks for the input. I stopped working on it for a while but heres my current progress:
![]() I just started a running animation too ![]() I want to finish the sword swinging one but Im still debating on the armor. It's a friend's character so I dont have complete freedom but most of what I've done doesnt read as well as i want it to. but I'm still workin on it |
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Doodle
Seaman ![]() Joined: 10 August 2009 Online Status: Offline Posts: 26 |
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That is an awesome sword animation. Sooo finishing.
On the run animation it seems (possible optical illusion) like the head to body ratio is different than the sword animation. I don't know how far you are into the animation, but I would suggest making the pony tail thicker and more stylized like the one in the sword animation. Also, the green arm is very distracting. Lastly, for how smoothly her head moves from left to right in the sword animation I would like to see it moving in the run cycle as well. Right now it just bobs, but since the other animation moved this one should too. |
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ekobor
Commander ![]() ![]() Joined: 20 February 2018 Online Status: Offline Posts: 194 |
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Originally posted by Doodle
That is an awesome sword animation. Sooo finishing. On the run animation it seems (possible optical illusion) like the head to body ratio is different than the sword animation. I'll second this. I think she got a bit skinnier and taller in the run, but it may be an illusion from the different angles. |
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Doodle
Seaman ![]() Joined: 10 August 2009 Online Status: Offline Posts: 26 |
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I think I may have figured out the skinny part. It is skinnier because the upper body does not twist from left to right. Maybe put a little twist to suggest that there is more volume hiding somewhere.
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Yeah, I'm planning on animating the body and head more, just gettin down the basics for now :) And the ponytail will be ticker - like the body it's just a stand-in to get a feel for the movement.
I think you're both right though - she does seem taller and thinner. She's the same amount of pixels tall (through most of the animation) but since she's leaning forward she should be a few pixels shorter instead. I'll fix that up for the next update. Thanks for the input :D |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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bumpdate - added a bit of head movement, fleshed out the ponytail, and made her a pixel or two shorter.
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Finally working on this again. Got the armor down, but the reds are still solid and I think the hair needs a darker color for the lineart in the darkest areas...
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AngelOTG
Commander ![]() ![]() Joined: 28 February 2009 Online Status: Offline Posts: 258 |
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Guh, I love this piece so much. @-@
I agree about the hair lineart. Darkening that last tone up a wee bit would help it stand out some more. Also, you seem to have a stray pixel in one or two frames. When she turns and puts her sword away from our view, a little white dot floats there. |
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Souly
Commander ![]() ![]() Joined: 13 December 2020 Online Status: Offline Posts: 2451 |
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I don't like the legs at all, the tiny step shows no real weight or force behind it.
Making the animation kind of lack weight with the tiny step, perhaps straighten his leg out? Also his armor rotation on his hips is very odd. |
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architectus
Seaman ![]() ![]() Joined: 11 September 2009 Location: United States Online Status: Offline Posts: 17 |
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Perhaps you could change the leg like so. Let me know when you saw this, so I can delet it. Thanks. I think this end pose adds more power to her swing. How many frames is this animation?![]() |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Angel - Thanks. And i keep pasting the redone frames over the previous frames in photoshop, so i guess i did miss a few stray pixels <<. I'll try to weed them out.
Souly, Architectus - Yeah, I see what you mean, though I was thinking of this animation coming from and returning to a standing pose (which I haven't made yet :\), but I do think that ending the animation with the leg farther back would give more "umf" to the 2nd swing, and still let me use it with a standing pose with another frame or two added at the end to return to it... once I make it lol. Souly - Also, it's a chick :P. Maybe not the most obvious thing, just thought I'd point it out. And I don't see what you mean about the hip-armor. If you could elaborate that would be great :) Architectus - its 11 frames at the moment. Thanks you three :D Edit: Added another shade color for the hair and shaded the red undergarments with one of the skin's shades. Brings it up to 20 colors (with transparency)total :<. 3 unique for the slash, 1 for the eyes. Threw the leg back farther too. how's it look? ![]() ![]() Edit2: started working on this too, but ran out of steam halfway through. ![]() Edited by Zeratanus - 11 September 2009 at 8:21am |
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crow
Seaman ![]() ![]() Joined: 30 August 2009 Online Status: Offline Posts: 26 |
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amazing wat prgrm r u using? im a newbee
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Splocket
Seaman ![]() ![]() Joined: 24 August 2009 Online Status: Offline Posts: 8 |
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Wow! Looking awesome, I really like this
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Update:
![]() Not entirely happy with it. Probably going to reanimate the entire skirtarmor thing. Both because SOMEHOW, without trying, i made the front flap not move at all and i dont think the side pieces would hug the legs like they do. Ah well, nothing redrawing wont fix. If you see anything else, let me know :D Crow - Photoshop CS3, but there's nothing im using that couldnt be done in many other programs Splocket - Thanks :) |
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CaKsTeR
Midshipman ![]() ![]() Joined: 25 February 2008 Online Status: Offline Posts: 50 |
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I think that moving her head back a few pixels (Or thereabouts) Might improve the look, but I could be completely guessing.
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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for a quick sense of depth, make the back leg a darker tone, or the front leg lighter. right now some parts are confusing in the animation
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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On the sword animation, throwing the leg back would make it harder for a follow-through stroke. It would seem...unwise to so unbalance (if the 'intent' of the fighter is to keep defence forward - I assume she is attacking a creature to the right). But a nice leg sweep to help the stroke carry further back is cool (in that animé way)! So I like the first pose better, but if you want the drama, try putting more 'power' into the leg (in cartoons they'll drag dust to show this, or have the foot hit the ground from a bent-knee position).
The hair, and ponytail bounce are terrific, but I think the eyes do need a bit more 'looking to the side' than they have, to agree with Hatch's point about tracking intent through the eyes. For the running animation, when one of those leading feet hits the ground it does so completely flat, rather than catching with the heel. I've found that the most economic animation then follows the heel catch with the foot flat below the body and taking its weight. The next frame then has the foot behind the body with the toes bent (for the 'kick-off' of the body's weight). Then the foot is behind and in the air (having kicked off) and the opposite foot is coming forward and ready to do the heel catch in this or the next frame. Also, the chin sticks out much farther than the sword animation would suggest she is capable of, even though the 'head forward' pose adds intent to the animation. Compare the sword animation head when it's looking the most to the right to see a possible disparity here. Also the hips don't seem to shift back and forth enough relative to the waist to help the illusion of running (don't stretch the skirting faulds below the breastplate too much unless they're supposed to be cloth and not plate armour - have her legs come out of the joints). I really like this sprite and look forward to more of it. |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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![]() Guh. of course. I had the legs moving wrong - the left leg was going forward with the left hand, etc Mostly a quick fix. still plenty of other stuff to do - fix up the waist armor more, etc. I got the leg that hit flat fixed up though at least. And moved her head left a pixel, so lets see if that helps. I'll keep workin :) Thanks for your input, it's a great help ![]() |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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Love how the leg comes out between the armour plates, and how the back of the plates bounces out a bit. Love the ponytail bounce and hair colours. Love how much detail is put into such a small sprite.
The heel catch is much better now, but still reads kinda flat (though she does have small feet). Pushing the head back helped by, erm, one pixel's worth. Here's what I'm seein' in case it's just me: ![]() The first pic (on the left) is practically done (and loved) and if can be taken as an instance of reality, then the image on the right does not fully conform to that reality. The 'V' shapes I've drawn call attention to what I see is a well-integrated head with body (left) and an overweighted head on a body that now (optical illusion O.o) looks too small (right). Not that I wish to argue for weak chinned characters (!), but (in this humble servant's tiny opinion) she will read as a far more endearing sprite with a more receded chin (as perfectly portrayed in the sword sprite). I may have been watching too much animé, though, so I'll close off on that and leave the judgement to you. I can't wait to see more of this! |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Alright, I pulled it back another pixel, but that's as far as it can go, cuz any further and half the frames will look like she's pulling her head back, and i dont think having her head bob back and forth would look good. I also changed a few pixels here and there, try to tidy it up a bit. Think I may be about ready to move on to another animation for this character, though I'm not sure what that would be just yet... I guess doing a standing animation wouldn't be a bad idea
![]() ![]() Old vs New ![]() ![]() Edited by Zeratanus - 25 September 2009 at 2:15pm |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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UGH!
Please help me with this standing animation. I've got no good ideas on how to animate that don't look ugly and boring. ![]() I stink at "ready" style stand animations... Fixed the shape of the shoulder on the running animation too - made it more consistently rounded. ![]() |
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STE'86
Seaman ![]() Joined: 17 September 2009 Location: United Kingdom Online Status: Offline Posts: 20 |
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hmm the ready stance looks like she is breathing heavily , which is fine but if you breath heavily yourself, you will notice your head will also "bob" slightly as your shoulders come up as your diaphram expands, so maybe her head should bob by a pixel as the shoulders reach their maximum. not sure. but its worth a try.
Steve |
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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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I know next to nothing about spriting - 3 months ago I didn't even know what a sprite was :0 - but I'd say this: most idle anims I've seen have this kind of bobbing, breathing moves, which I don't find natural looking. Maybe it's ok ingame if the sprite has been in full action and needs to take a breath, but on its own it looks silly. I'd suggest trying something more relaxed, like simple head movements: looking around, or up and down. If it means anything in the game, of course.
I like the running one a lot, except that it seems her legs get shorter in the intermediate frames (2 to 5, and 8). The sword one looks great too. I just don't really recognize her from the running: she's got a very cute profile with that little nose, I don't find this in the other views. Great work already anyways! |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Okay, here's two animations, one with each idea. I had originally made the head bob, like STE suggested, but it was way too extreme, even with 1 pixel of movement, but I think what I have now is a lot more subtle and works a lot better.
I also made a looking around animation like Manupix suggested. It's not really A or B, just two separate animations. Is the back hand's movement clear enough? I'm trying to make it look like she's ready to grab her sword, though the sword itself isn't there. I also added a wee bit more emphasis on the nose with one darker pixel. Not much, but then I don't really want it to stand out either. ![]() ![]() Thanks for all the help so far ![]() Edited by Zeratanus - 30 September 2009 at 10:01am |
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STE'86
Seaman ![]() Joined: 17 September 2009 Location: United Kingdom Online Status: Offline Posts: 20 |
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yeah that works :)
if u fancy being a bit flash u could also make her crouch down on one knee. i have seen that happen in games before. nicely done tho. well done Steve |
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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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Looks good!
I hadn't noticed before, but I think the left knee (our right) is too prominent. Breathing: I'm not too convinced by the few moving head pixels, esp since the hair and face move opposite. The opening mouth works well. Looking: there's a problem on frame 10, the face is all distorted. Or, second thought, you did that on purpose? ;) Make it shorter then, 0.03 or 0.05" works better. There's also an annoying black pixel on the forehead in that frame, it remains visible even at faster speed. Edited by Manupix - 30 September 2009 at 1:10pm |
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Endpiece
Seaman ![]() Joined: 28 September 2009 Online Status: Offline Posts: 6 |
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Originally posted by Zeratanus Okay, here's two animations, one with each idea. I had originally made the head bob, like STE suggested, but it was way too extreme, even with 1 pixel of movement, but I think what I have now is a lot more subtle and works a lot better. ![]() Correct me if I'm wrong, but with the animation of the hair... is that subpixel movement? That's really rather clever, I don't actually see that very often! |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Bwaha, you'd have to tell me! If it is it's not intentional and from the little I know about subpixel stuff, it's not. If it is though someone please tell me
![]() @Manupix - well the head is tilting down slightly so the back of the head would be moving up, but it -is- too big a movement in comparison to how the head moves now that I look at it more. I'll get that fixed up. And I see that bloody dark pixel you mentioned! I'll kill it with fire! But yes the distortion was done on purpose. Also, I agree with the knee, but I couldn't get it looking any better at the time. I'll mess with it some more. Edited by Zeratanus - 30 September 2009 at 2:05pm |
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STE'86
Seaman ![]() Joined: 17 September 2009 Location: United Kingdom Online Status: Offline Posts: 20 |
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now i really like the eyebrow movement on the looking around one.
so i have played around with adding a bit of it to your breathing one, while eliminating the fringe hair movement in the process as it couldnt take both animations :) gone crosseyed in the process of messing with this. not used to it anymore. you may like it, u may hate it. Steve ![]() |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Thanks, Steve (Somehow it's always weird calling someone else Steve, no matter how many other people I meet that share my name
![]() I really like the idea of the eyebrow movement, though I think yours arches too much. I also eliminated the hair movement, including the back hair, but I may add that back in later. not sure yet. Changed the back knee too ![]() |
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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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Looks good!
Shouldn't the breast movement start first instead of last? And, the subpixelling attempt in the shoulder doesn't work, I think. Can't really say why... |
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TheChan
Seaman ![]() ![]() Joined: 13 September 2009 Online Status: Offline Posts: 3 |
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The running animation doesn't look right. It looks like one leg is sort of "hopping" and the other is kicking back.
I think the main problem is that there is no point where the legs appear to cross in the middle. The leg that is farther away should be a bit darker as well. In my opinion, the attack animation should start off with an overhand swing. |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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I'm afraid I don't agree with you, Chan. While the run is perhaps 2 frames shorter than a lot of running animations, I think it's clear enough that they cross, and it looks like a run to me (as well as looking like most run cycles I've looked up from the SNES). I did adjust the forward leg while its passing to look a bit less straight though.
And I have to entirely disagree with an overhead swing - with a one handed weapon there are many more muscles to put into a side swing than an overhead swing. With a two handed weapon where you put your entire body into the swing and the weapon itself has more mass then a overhead swing is more practical. It was lacking a darker shading area on the red areas though, so I do agree with that, and have added it. I also added a bit of shading on the hip armor on the same side. @Manupix - changed the breast movement to start earlier, so lets see if that helps. Removed the color change on the shoulder too (is that what subpixeling is? xD) Other changes: *Bit of a change in the standing idle's eyebrow movement *Change in the eyes and chin in the looking around one when she looks back. *There was a bit of a glitch on the hip armor in the run, so I changed that to move a bit smoother. Here's the latest on all of them: ![]() ![]() ![]() ![]() Edited by Zeratanus - 07 October 2009 at 2:03pm |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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This is looking mighty fine, Z!
Just a few tiny things....
![]() Also in the animation, the bottom right corner of the tasset appears to stretch down into a pointed shape with more deformation than appears natural.
![]() This is true in the look-around animation too. (BTW, I love the face in this waiting animation)
![]() And th-th-that's all for now. Appreciate the re-posting of the four images (was gettin' dizzy popping back to the top to compare) and I cannot wait to see more. Thanks! |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Thanks for all the feedback, Crow
![]() Finally got around to editing some: got the body length shortened (man and i really thought i was measuring those... stupid me) and changed the looking around animation significantly (cut out some frames, changed the looking back frame that blurred, and edited the braids in a lot of frames so they didnt move around as much). Also tweaked the running animation like you suggested :) ![]() ![]() ![]() |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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My pleasure Z.
The updates are terrific. I just noticed that in her expression on the head-turning one, her eyebrows rise first - nice detail. At the risk of sounding too picky, I feel I should point out that even though the 'hop' in the head position is nicely fixed, there now seems to be a 'pop' in the head shape, where the right side seems to bulge as she turns it, then shrinks back to the baseline as she turns back - I assume because this frame of the animation is using the head shape from the sword swing. But the head shape from this animation isn't quite wide enough to be compatible with it, I guess! Uh...ahem...I also still think the body looks a bit long (sorry). ![]() Here's an edit, where I fiddled with the problems until I didn't see them anymore (I'm afraid I also got a bit obsessive with smoothing out the entire animation cycle) to help show what I meant - if that's not too presumptuous! I sure hope we get a new animation pose for this next, since I'm really interested in learning more about this project. Thanks! |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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Ah, alright, i think i've ironed out the head problem now. Though I have to disagree with the body thing - now yours looks too short to me x3. sorry about that.
I also changed the idle animation to have the newer arms-up pose from the looking around animation. ![]() ![]() And I'm afraid I just haven't had any time to start a new animation, but to offer something new - here's a character portrait: ![]() |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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Wow, Z, that portrait is great! Heh, I'm a little surprised by how realistic it looks though. ;)
Yeah, the head turning looks better. Some micro problems remain, however.
For her body length, it looks fine shortened just the bit as you have it now, though I suggest that it remains a pixel too wide (her belly appears to hang over the belt). Hope this doesn't sound too critical - I'm just really excited to see the progress. Hope to hear back soon (a jumping anim, pleez). Thanks. |
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Walrus
Midshipman ![]() ![]() Joined: 22 December 2007 Online Status: Offline Posts: 58 |
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it might be just me, but when she runs, her body seem to be longer than the idle pose...
i realy like the portrait, reminds me of kingdom hearts com portrait style... keep up the good work! |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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@Ninja - thanks for the feedback yet again. I'll check it out when next I have the time :)
And I was thinking a jump animation next, cuz I haven't done one of those yet. I've had a stick figure doodle of it in my sketchbook for a few weeks now, but either i dont have the time or my mind is on other things x3 (DAMN YOU LEFT 4 DEAD 2 DEMO!) @Walrus - that could easily be. I just finished editing the other ones lengths but I haven't touched that one yet. I'll make sure to keep it on my to-do list. Also - guh! Kingdom Hearts? Really? Man that makes me want to delete the whole thing out of spite ![]() ![]() Edited by Zeratanus - 30 October 2009 at 2:20pm |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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YW, Z! (just glad I'm not coming across with too much!)
Tsk, tsk, wasting yer life on them viddyer games. ;) Also - Kingdom Hearts, really! I don't know about the PS2 one, but Chain of Memories for the GBA has some of the best pixel art I've ever seen! So please take it as a high compliment, and please change your mind about taking a look at its art, and please put in some of those doodles you mentioned! Thanks. |
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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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I just noticed something that was there all along and yet I never saw, but is now unbearably annoying ;) - the running mouth at 100% is a weirdly moving misplaced pixel.
The portrait doesn't look convincing; mostly it looks a completely different person. I have no idea if this is possible at all, but you should try to keep the big head proportions and sketchy features. It's so cute, I really love her that way! |
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