Decided to do a redraw on this:
(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/outdated_frontview_stand.png)(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/outdated_sideview_stand.png)
Using this sprite (which I was fairly pleased with) as a reference:
(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/robed_downstand.png)
Ended up with this:
(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/WIP_Mike.png)(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/WIP_right_Mike.png)(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/WIP_Mike_backview.png)(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/WIP_left_Mike.png)
(All images are in 2x)
What say you? I'm not too worried about the front and back views, but the side views are a small concern. I want to keep the pose a bit stiff and not too dynamic, to keep it simple to animate, so even though I admit it might be good advice, please dont say I should have him in a more hunched posture. =)
All other critique is extremely welcome!
EDIT (added in the dead of night): Just spotted that the pants sleeves are different length in the side views than in the front and back views. Will fix this tomorrow.
Definitely much better than the original stiff and vertically stretched version.
I don't really like the box on his back, especially in the Up view. It seems awkward as though it's pushing into his neck.
His arm on the facing left view looks very scrawny compared to his bent arm.
I like them. The only things I would do different is the pillow shading on his trousers and the way his feet are pointing in the up and down views. One of them is pointing straight at the viewer and the other one is at a 90 degrees angle.
Ryan: The question becomes: which one of the side view arms looks better? Should I make the left view arm thicker? Or the right view arm thinner.
Hueih: The left foot resting at an angle was intentional. I thought it looked boring if they both looked symmetrical.
quick hint
try to do what he is doing in the sideview
VERY unconfortable, i think the gun should be closer to the body, like pressing his shoulder, like it is in the front view
and his arm in the facing left view is really skinny
Quote from: WHAM on Thu 29/04/2010 06:13:16
Ryan: The question becomes: which one of the side view arms looks better? Should I make the left view arm thicker? Or the right view arm thinner.
Hueih: The left foot resting at an angle was intentional. I thought it looked boring if they both looked symmetrical.
I would make the left arm thicker. After all, he is wearing a suit.
Firstly, Love the look and idea you hav going here, WHAM.
Made a few suggestions in paintover below, yours on top, my changes on bottom. Did some radical changes to the backback, so feel free to ignore any / all.
(http://www.polard.com/pixelart/infection_paintover_02.gif)(http://www.polard.com/pixelart/infection_paintover_02.gif)
Comments:
- Agree with other comments, the arm should definetely be thicker. Made it so. I think part of the reason why yours seemed thinner is the faded green shade you use as darkest color started to dissapear, so the arm in your original was actually thicker than it appeared.
- The backpack also troubled me, as there would be no freedom of head movement if it came so close up to the neck and helmet. I changed it to be smaller at the top, and figured that the cool details you have at the back are completely invisible from the sides. So I added those details and a bit of shading, just to break away from the 'big black box'. Since your arms and helmet reflect the way that the light falls on it, I figured the backpack should too.
- Also moved the details of the backpack (at the top) up a bit.
- Changed the breathing pipe so that it is lower to still connect to the smaller backpack.
- The viewplate on the side views was solid blue, but in the front it was clearly semi-transparent. Just changed the color from the side to add that extra bit of depth.
- Lastly, in the front view, I added a black to the mouthpiece to give it a bit more depth.
Xellie: AWESOME!!!
That is all, nothing more to add. :D
Quote from: WHAM on Thu 29/04/2010 11:43:37
Xellie: AWESOME!!!
That is all, nothing more to add. :D
Cool man, hope it helps.
Quote from: Xellie on Thu 29/04/2010 11:46:47
Cool man, hope it helps.
Oh, it will help! All I have to do now is to fix another small issue with the original sprites I just noticed: compare the height of the right hand in the front and the side views. I'll have to lower the right hand by a pixel or two in the side views.
Otherwise: Let the animating begin!
(http://www.bryvis.com/entertainment/other/agsf/wham_arm.png)
He's missing an under shadow on that arm since it's bent up. I also put a small kink in his elbow to try to show that it's bent and not straight as an arrow.
I like the new backpack edit, Xellie.
Quote from: Ryan Timothy on Thu 29/04/2010 13:11:07
He's missing an under shadow on that arm since it's bent up. I also put a small kink in his elbow to try to show that it's bent and not straight as an arrow.
I like the new backpack edit, Xellie.
Whoops. I knew there was something missing there... :) Thanx Ryan. Was thinking that maybe adding an even darker green would give the whole thing more depth? Especially for areas like under the arm. Your edit is sweet.
The gun looked like it needed to be much closer to his chest. Looking at it now, his arm is now too skinny/long, but hopefully it'll help. Also, I didn't add this, but on the front sprite there's a grey pouch connected to his belt that isn't shown on the side view.
(http://i271.photobucket.com/albums/jj129/Brentimous_album/Marine-sideedit.png)
Ahhh! The "grey pouch" is actually supposed to be the magazine of the gun, that... for... some strange reason does NOT show in the side views...
I may want to fix that!
EDIT: and as I started to look at it better, I spotted that the magazine is way too near the front of the gun!
BACK TO THE DRAWING BOARDS!!!
Oldies:
(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/dev_01.png)
The ones you guys imroved:
(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/WIP_Mike.png)(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/WIP_right_Mike.png)(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/WIP_Mike_backview.png)(http://www.whamgames.com/images/Forumsht/newsuit/2x_wip/WIP_left_Mike.png)
I took a bunch of stuff from most of the versions posted here. (The gun and backpack as the biggest improvements)
Ended up removing the wrinkles Xellie added to the shirt sleeve. Though they were cool, I broke in cold sweat just thinking about making them still look good when I animated the character to reach out to interact with an object.
Front view is kind of akward. i think instead holding gun strainght it should go diagonaly in front of him. They aim weapons down in combat so they wont shoot anyone by accident when gun would go off, but when traveling, it is easier to hold weapon with both arms slightly bent and weapon "on" you chest?
http://www.guzer.com/pictures/soldier_kitten.jpg
http://i.telegraph.co.uk/telegraph/multimedia/archive/00799/British-Soldier_799595c.jpg
http://www.gameguru.in/images/future-soldier-01.jpg
(Pardon for my lack of english grammar, its not my native language)
im sorry man, i couldnt resist the temptation!
(http://img94.imageshack.us/img94/8969/rangers.gif)
;D
Quote from: Captain Ricco on Fri 30/04/2010 00:20:41
I'm sorry man, i couldnt resist the temptation!
;D
I'm talking 'bout Y-M-C-A!!! The village people get infected! LOL! Excellent, Rico!
Isn't it supposed to be the power rangers, especially with the yellow and pink having titties now.
Quote from: Ryan Timothy on Fri 30/04/2010 00:45:26
Isn't it supposed to be the power rangers, especially with the yellow and pink having titties now.
Mighty-morphing Village People Power Rangers, then! :)
Hahaha... Some people have way too much time on their hands. :=
Quote from: Uku on Thu 29/04/2010 23:18:42
Front view is kind of akward. i think instead holding gun strainght it should go diagonaly in front of him. They aim weapons down in combat so they wont shoot anyone by accident when gun would go off, but when traveling, it is easier to hold weapon with both arms slightly bent and weapon "on" you chest?
This is ultimately true, but in the case of my game, there will be hardly any times when the characters will feel safe enough to let their guard down. The character is supposed to convey a bit stressed out and tense feel, to stay in theme with the game.
Also, Ricco: I love you man! That was awesome! "Go, Go, Infectionrangers! Dunnn, dunnnn, dundundundun!"
Here's the first attempt at animating the down-walkcycle
(http://www.whamgames.com/images/Forumsht/newsuit/mike_downwalk_v01.gif)
EDIT: I had the individual frames here, but apparently I screwed something up. Removed as inaccurate.
That looks very good. There is still room for improvement though, especially with the feet and the stiff pose. Did a quick edit to demonstrate:
(http://img72.imageshack.us/img72/6899/mikedownwalkv01.gif)
- Edited legs a bit
- Made him 'drop' a bit more when stepping
- Altered shading on the legs
- Added a few pixels and changed some here and there
Quote from: Saberteeth on Sat 01/05/2010 17:06:27
That looks very good. There is still room for improvement though, especially with the feet and the stiff pose. Did a quick edit to demonstrate:
- Edited legs a bit
- Made him 'drop' a bit more when stepping
- Altered shading on the legs
- Added a few pixels and changed some here and there
Very nice edit altogether, though I removed the little nod you had added to the head, from the final version. Apparently most people like it, but I think it makes the animation a bit too cartoony and / or makes the head look heavier than it is.
Thanks for the help, in any case!
I'll try to get the side views done today (Heck! Is it 1:30 am already!?) and post 'em up then.
Looking good, Wham! :)
LOL this reminds me of Halo.
Fuck knows why, maybe the green. Awesome sprite tho, the knees are a little low of that front animation.
Quoteery nice edit altogether, though I removed the little nod you had added to the head, from the final version. Apparently most people like it, but I think it makes the animation a bit too cartoony and / or makes the head look heavier than it is.
Hm, I fail to see how the head bob would make the animation look more cartoony. I would imagine that due to his suit and helmet + backpack he'd have a bit of a heavier walkcycle than usual. Also, it's not only the head that moves down, it's the whole body due to the height difference when stepping:
(http://www.idleworm.com/how/pic/a0002/wlk01.gif)
Note the recoil and high-point frames of the animation. For a more realistic approach, the steps would be less exaggerated and the arm less rigid. It's your sprite however and you're free to do as you please with it. :)
EDIT: Couldn't help myself, had to tweak it just a little bit, I'm having a lot of fun animating it :):
(http://img402.imageshack.us/img402/5334/mikedownwalkv03.gif)(http://img402.imageshack.us/img402/5334/mikedownwalkv03.gif)
-fixed the points where the body should be lower
-added moving rifle
Feel free to use it or not, had a blast making it. :P
I think it's okay without the head bob, considering that the rest of the body is properly moving up and down.
So far, i think Saberteeth has the best representation with his animation of it. For future reference, try referencing videos from youtube.
http://www.youtube.com/watch?v=MkeI5-seOdU
It's not the best walking animation but videos like this will get you going in the right direction.
DREW CCU:
The downside with videos like this is, that they are limited to what the creator of the video has had in mind. I actually walk to a camera and check the movement of the feet from those, simplify a bit and go with that. I also found a tutorial about walkcycles and took some pointers from that (though I can't find it anymore).
SABERTEETH:
A nice edit, but I still don't see why the head needs to bob an extra pixel compared to the rest of the body. I also tried purposefully to keep the gun movement to a minimum, to show that the character is attempting to control his weapon, instead of just allowing it to swing from side to side, even a bit.
Also, here is the backview I made last night. Its a bit more crude than the front view, for now.
(http://www.whamgames.com/images/Forumsht/newsuit/mike_upwalk_v01.gif)
How do you guys make these GIF's? I use gickr.com, and it always makes the gif a bit too slow. I also used Gimp at one time, but it was too bothersome.
that backview looks strange, like he has backwards knees
Quote from: Captain Ricco on Sun 02/05/2010 15:53:38
that backview looks strange, like he has backwards knees
Yeah... I need to work around with the shading a bit to make it look more logical.
(http://www.whamgames.com/images/Forumsht/newsuit/upwalk.gif)
Here's another attempt at the back view. Did some fixing on the leg shades. Still need to fix the pockets and add a slight hand-movement.
Quote from: WHAM on Mon 03/05/2010 13:18:44
Here's another attempt at the back view. Did some fixing on the leg shades. Still need to fix the pockets and add a slight hand-movement.
Hey man. I think the extra shade definitely helps to show his knees bending. Speed just seem too fast though, but you'll probably get to that later...
The Gif-creating website I use is either too slow or too fast, it seems.
In the game I can alter the animation speeds with AGS, so its not a biggie.
Use GraphicsGale, it's really good for gif animation. It's not freeware though, and the shareware version doesn't allow .gif export I think.
Sprite crit:
Very nice, I would add another darker shadow(I know you have the color on the sprite somewhere that's darker than the current shadow) for the darkest areas, like just below his butt and at the kneefolds.
Just a small design kink that's been irking me a bit - this kind of suit would not have a belt as it is usually (well. always) a one-piece suit. What would the belt be holding up, exactly?
The belt has a small metal link (barely visible) that holds up the pouch on his left thigh. A similiar belt is used by other characters in the game, and they will have magazines, grenades and other small pouches and such attached to their belts.
Basically its a lightweight, standard utility belt.
He looks like he had trouble getttting out of bed this morning. Rsise the head a bit, make him stand up like a guy who's proud to be wearing a full-face mask, and a big piece of shooting iron. OK, maybe nopt that proud (queue stereotypes of hillbillies with guns), but more proud than this sloudching character, make his sergeant be proud of him (after a therapeutic - to said sergeant at least - yelling to).
The slightly hunched posture is a design choise. I wanted to convey a character (just like nearly all the characters in the game) that is a bit scared, stressed out and always in a sort of "holy shit, what's behind that door!? OHMYGOD!" kind of mindset.
He's not rambo, he's a spaceship-mechanic!