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878408 Posts in 32920 Topics- by 24333 Members - Latest Member: blackarm

May 21, 2013, 08:32:59 PM
TIGSource ForumsDeveloperCreativeArtWorkshopGrass tiles
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Author Topic: Grass tiles  (Read 17085 times)
Gimym TILBERT
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« Reply #135 on: July 08, 2011, 01:14:45 PM »

and the shoulder pad

edit with proof:


just seek jill valentinein google image
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moi
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« Reply #136 on: July 08, 2011, 05:16:49 PM »

she could eat her meal on those breasts
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lelebęcülo
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« Reply #137 on: July 08, 2011, 10:23:12 PM »

and the shoulder pad

Aaw...

I've never actually seen RE characters...scary how similar Jill's to my character ...

she could eat her meal on those breasts

Sandwitches, maybe?

Edit:
Started making npc char;


The legs are bit groovy, could'nt get them look right.
« Last Edit: July 09, 2011, 12:31:16 AM by Relix » Logged

Jesse
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« Reply #138 on: July 09, 2011, 09:40:47 AM »

Hey Relix~

I'm just gonna pretend those first three portraits never happened  Wink

The one you posted last (but created first, I think? seen it before...) is beautiful. Love the face. You could work on her beret and shoulder pad a bit, as others said, but it's definitely good enough to move on.

So on to the NPC!

First, legs - Move the crotch up all the way to the shirt and spread them apart a pixel or two. Should help.

You need to decide on a base pose that's befitting of the character's personality/role in the game. Right now he (guessing?) looks thin and a bit slouchy - which is fine if that fits his role, but if that's the case you should adjust how he's holding the sword. Make it more lax, and haphazard.

If it's meant to be a more determined or intimidating character, you'll want to widen his stance, puff out his chest, and perhaps widen the character himself by a pixel or so. Just make sure to think about these things when you're painting.

As far as artistic details, I like the palette and the pixel work is nice. The sword in this instance needs to be flipped as its highlight shouldn't be underneath - that should be dark.  It's also a bit difficult to tell what's happening with the head/helmet. Maybe rework it a bit?

Great to see some new stuff from you!
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Relix
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« Reply #139 on: July 09, 2011, 10:01:24 AM »

Quickie post from cell:
The NPC is bored city guard, so I guess the pose fits.
I want to make more generick guards (ie. no significant roles in the story) too, what kind pose would be best for them?
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Relix
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« Reply #140 on: July 10, 2011, 05:36:34 AM »

Quick (and dirty) animation test;
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MaloEspada
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« Reply #141 on: July 10, 2011, 09:22:32 AM »

Quote
And your edit, there's the army theme again (like it was in rdeins edit too). Which part I've to redo complitely to get rid of the army look?

your girl wears a beret, shoulder pads and in some sprites is seen with a rifle or some machine gun thing

not to mention her uniform is green which is a common color for military clothing

how are we not expected to see her as a military soldier
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Hangedman
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« Reply #142 on: July 10, 2011, 09:46:02 AM »

Quick (and dirty) animation test;


This actually works quite well already, although I have two suggestions (keeping in mind that you already may have thought of/fixed them):

Have the hand move up and out a bit after knocking the helm up, so it kind of curves in and out and doesn't just move straight up and straight back down
Don't forget to add a bit of idle as he's standing still (slouching, breathing, etc. I know it's not always possible but it's a nice touch)
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AUST
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Relix
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« Reply #143 on: July 10, 2011, 10:07:54 AM »

your girl wears a beret, shoulder pads and in some sprites is seen with a rifle or some machine gun thing

not to mention her uniform is green which is a common color for military clothing

how are we not expected to see her as a military soldier

Um...yeah. Should've made a bow and not rifle <<
Maybe I'll make her pink then?
Or maybe I'll just let her look like a soldier and make an ingame joke about it.

This actually works quite well already, although I have two suggestions (keeping in mind that you already may have thought of/fixed them):

Have the hand move up and out a bit after knocking the helm up, so it kind of curves in and out and doesn't just move straight up and straight back down
Don't forget to add a bit of idle as he's standing still (slouching, breathing, etc. I know it's not always possible but it's a nice touch)

Yeah the hand, I was gonna make it so that it goes fast to the knock, then slowly goes back down, but still thinking about it.

And for idle, I want it to be character unique - which why I made the helm snap, to show that this guy is unique, other generic guards just keep it down. I really don't want to animate generic NPC's (happens a lot even in commercial games...) - that's if I decide to stay lazy. But  for this guy, I was thinking something with the sword, like slowly waving it around to show that he's really bored, still thinking about that too. Making breathing animation just for handfull NPC's would break the immersion, I think. Or I could make a base breathing animation and use the same for everyone, dunno if that'd be worth the trouble.
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Jesse
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« Reply #144 on: July 11, 2011, 07:37:50 PM »

This actually works quite well already, although I have two suggestions (keeping in mind that you already may have thought of/fixed them):

Have the hand move up and out a bit after knocking the helm up, so it kind of curves in and out and doesn't just move straight up and straight back down
Don't forget to add a bit of idle as he's standing still (slouching, breathing, etc. I know it's not always possible but it's a nice touch)

Yeah the hand, I was gonna make it so that it goes fast to the knock, then slowly goes back down, but still thinking about it.

And for idle, I want it to be character unique - which why I made the helm snap, to show that this guy is unique, other generic guards just keep it down. I really don't want to animate generic NPC's (happens a lot even in commercial games...) - that's if I decide to stay lazy. But  for this guy, I was thinking something with the sword, like slowly waving it around to show that he's really bored, still thinking about that too. Making breathing animation just for handfull NPC's would break the immersion, I think. Or I could make a base breathing animation and use the same for everyone, dunno if that'd be worth the trouble.

One thing that quickly distinguishes between amateur and professional animation is what is called secondary animation. This generally refers to the effects of a primary animation on the rest of the figure. When the character lifts his arm, this motion carries through his shoulder, shifting his shoulder pad, chest plate, opposite arm, and even hips slightly. His head should also react to the force of his hand pushing the mask up, likely being forced back slightly. Think about what happens to your body when you lift your arm up to your face.

A good rule of thumb is that there should be movement in every part of a sprite in every frame. This may (and often should) be very subtle, but is key to adding depth and life to a character. It can be tedious at first, but after getting used to it it's quite natural.

And it'll make your sprites look better! :D
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Relix
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« Reply #145 on: July 14, 2011, 06:06:13 AM »

Not real update, but I'm toying around with the idea of flying:


Not sure if the work is worth it, but one of the things I wanted to include into the game since beginning was flying...
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moi
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« Reply #146 on: July 14, 2011, 06:18:48 AM »

looking good, nice colors
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lelebęcülo
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« Reply #147 on: July 14, 2011, 06:01:10 PM »

That should be a game all on it's own. Looks great!
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Relix
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« Reply #148 on: July 15, 2011, 06:34:38 AM »


Changed hat and the shoulder pad.


Made him wider, fixed animation later today, maybe.

Edit:


Still a bit derpy, but progressing slowly...
« Last Edit: July 15, 2011, 08:53:44 AM by Relix » Logged

Jesse
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« Reply #149 on: July 15, 2011, 11:40:51 AM »

Nice progression! Everything's looking very good. I won't make too many suggestions this time because you're doing a good job on your own, but just one thing: you should look at some berets and other hats to help you with hers. The reason it looks off is because there's no shape to it - it's just a lump.





Notice the folds and creases and how they affect the shading. The top one may be too much for her hat, but based on its shape it seems quite beret-like and it should definitely have some of this happening. Perhaps a strong military crease like the second?

Good luck!
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