Protagonist

Started by JimmyD, Thu 18/10/2007 16:38:26

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JimmyD

First time I've submitted anything for C&C, so I hope to be able to make use of its...erm...usefulness.

Here we have the as-yet nameless protagonist for what I'm making.  So far done all eight directions of walk cycles, but here's a couple just for a sample. I decided to give him a brown jacket, so as to be able to include a "I'm selling these fine leather jackets" joke. Do tell how you think it could be improved.


Standing


Walking left


Walking down


And lastly, upwards.

ThreeOhFour

Looks fine to me.

Perhaps make his facial features stand out just a little bit more.

radiowaves

Somehow it reminds me of the player character from GTA 3. Is he supposed to be some tough guy?
I am just a shallow stereotype, so you should take into consideration that my opinion has no great value to you.

Tracks

Evil

Yeah, I was just going to say he looks like Claude from GTA. Other than facial detail and some stray pixels and such, it's very smooth. Did you work from video?

hedgefield

I think he actually animated it in 3D. It looks very good, good character and really smooth animation. I've been struggling with getting the up and down animations on my sprites right, so this will be a good example.

DoorKnobHandle

Please don't kill me if I'm wrong here, but is this maybe only a re-texture of the GTA 3 player-model? I remember the model looking a LOT like yours, especially around the pants, shoes and jacket. Also, why did you say "I already made the animations for all directions", when you clearly rendered the same animation in a 3d-program, just from a different camera-position? It's very obvious that you didn't hand-pixel here.

JimmyD

Quote from: dkh on Thu 18/10/2007 18:12:17
Please don't kill me if I'm wrong here, but is this maybe only a re-texture of the GTA 3 player-model? I remember the model looking a LOT like yours, especially around the pants, shoes and jacket. Also, why did you say "I already made the animations for all directions", when you clearly rendered the same animation in a 3d-program, just from a different camera-position? It's very obvious that you didn't hand-pixel here.

It's not actually a re-texture of the guy from GTA, but I can see what you mean. I think it's the trousers that make the similarity, since I was going for a baggy look. By the "for all directions", I meant that I'd put them into AGS (since it only does eight directions, rather than every single possibility).

Bluesman

Looking very good, just take care of the stray pixels near the character's armpit in the "Walking Left" animation and likewise those at the bottom of his right shoe (as he's facing) in the "Walking Down" movement.

Otherwise, this is pretty awesome. What did you use to make it?

MrColossal

I think there's a lot of clean up to be done on these animations. As was mentioned, the face should be either hand pixelled or defined more in the texture so it appears in the render..

Also there's a line going down the center of his face on the front view.

There are also tons of strobing pixels on his jacket. Those should either be touched up by hand or fixed in the texture or render this with anti-alias turned on and use these animations as a mask to delete the AAed edges.

The straps on the front of his jacket also should be touched up by hand.

I'd not render this as 100% self illuminated, add some sort of self shadowing, especially where the jacket touches the body it's very noticeable.

On the side view his leg collapses into his ass. You can see the back pocket not moving at all. His knees also snap on the side view [well they snap on all of them but the side view is where you can see it].

His feet are pretty big and his pants look a little TOO baggy, almost cartoons of baggy pants. At least in the front and back views.

I'd recommend adding animation to his standing frame because if you're going to make animations in 3d you might as well take advantage of the ease of animating.

Did you animate this yourself?
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

zabnat

As you already have those very baggy pants and big shoes (as MrColossal mentioned almost cartoony) I would maybe push the cartoony look a bit further and make his head bigger.
Then define the facial texture a lot more and consider rendering it with AA with alpha channel and using it that way in the game.

Sparky

Overall he seems pretty well animated and modeled. The movement is very smooth- perhaps too smooth to transition well to a standing frame the way a default AGS character does. He'll look marvelous walking, then pop abruptly into his standing frame.

Not knowing what style you're going for here, this may be off base. I'd recommend a bit more large scale shading or coloring work. For instance you could light him from above or paint in the desired brightness. Right now, as Mr. Colossal mentioned, he appears to be either totally flat and unlit or luminous.

Another note is that the overall contrast seems a bit off- the dark tones tend towards black a little too strongly, and the middle and top of the spectrum aren't very well represented. If you were to light him or paint in some lighting it would make him much more three dimensional looking.

He looks neat, can we see what sort of environment he is intended for?

Dualnames

His face textures look a minor drawback. Still nothing important. Animation is very smooth. Good job.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

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