Revised Indy Animation ;)

Started by Kaio, Sat 07/03/2009 16:36:41

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Kaio

I don't get tired of putting my Indiana Jones Artwork here ;). I revised my Indy walkcycle completely. Here's the old one again:


and here's V 2.0:


I redid almost everything. Added shading to the pants, for example...
I would welcome every kind of critique or comments!

Heya!

Darth Mandarb

The walk-cycle is very good!

Very fluid!

The only problem I see is that the neck is VERY thick!

HillBilly

#2
Darn that's beautiful. Maybe a little too shaky around the collar and the belt could probably be a bit less jumpy(so it goes along with the zipper), but god damn. Very nice!

Edit by Andail: censored profane language

Snarky

He's limping a little bit, isn't he?

Kaio

Quote from: Snarky on Sat 07/03/2009 18:10:43
He's limping a little bit, isn't he?

Well, if so it's not intended  :P. Thanks for the comments!

Ubel

I love how the pants look now. Very nice shading. Very good, very very good. His arms look less stiff now but they still do look a bit stiff to me. But I don't think it's a big issue.

Jakerpot

OMFG! This is the best walckcycle i have ever seen! Congratulations!  :D



Evil

Legs look nice. I'd change the shading on the arms and hands a bit so that when they are back they are more in a shadow. It's hard to tell how far forward and backward his arms are moving.

Kaio

Quote from: Evil on Sat 07/03/2009 21:01:32
Legs look nice. I'd change the shading on the arms and hands a bit so that when they are back they are more in a shadow. It's hard to tell how far forward and backward his arms are moving.

True, true. Maybe I'll add that on version 3 xD. And thanks to everyone, especially to Jakerpot  ;D.

Jakerpot

 ;D  I wish i could animate like that!



Shane 'ProgZmax' Stevens

The new colors look good, but the larger a sprite gets the more obvious anatomical flaws become.  Here's what I mean:



In your original, Indy is 5 1/2 heads tall and his hands barely brush past his waist.


Now here is a rough edit I made that extends his length by 1/2 a head and compares it to a scaled photo of some random guy:



Notice that the guy is nearly 7 heads tall.  I scaled him so his head would be roughly the size of the sprite you made to give you an idea of relative sizes.  I adjusted Indy slightly by making his legs half a head longer, lowered the waist slightly, and extended the arm lengths.  This makes his legs and arms look less stumpy without making him as large as the reference at the same scale.


Kaio

Hey ProgZmax, thanks for the efford, I appreciate. I'll think about changing the size.

Phemar

I think the size and colors look perfect so far, nice job :)

Only glitch I see is that the top part of his jacket on my left seems to cut itself a bit inwards. Otherwise, great work!

Kaio

Phemar, your right! Thanks for the note, I'll fix it :). When animating I loose the sight of the whole thing and get stuck on little details. But I never realised that glitch before.  :P

subspark

#14
Theres something about the hands that make the general movement on your first attempt feel more fluid. I'd study your first version closley and attempt to implement the same sense of realism into version 2. He appears notacibly stiffer than the free flowing swaying Indy you showed us first. The new colors are great btw.

Edit: Personally I would resist changing the proportions of your sprite. What made the characters of the LucasArts and Sierra classics back in the 90s so interesting to look at was their arcade-like and stocky appearance. It gave them personality. A style of art that can never surrender to hyper-realism. If we measured everything for the sake of staying true to reality then every game would lose its artistic value. Induviduality is key in presenting a new product to your audience.

Cheers,
Sparky.

Kaio

Thanks Sparky!
I didn't expect any more comments on this :). Anyway, in my 1st version, the left arm and the right one were animated different and have they're individual movement, which adds more life to it, I guess. In version 2, I just copied the same movement to both arms, to make it more symmetric...maybe that's why it looks more artificial.
And I also like the proportions of my sprite and didn't change it so far. First of all, it would be a lot of work. And second, I also like the way it looks now. Thank you for your comment, again :).

Kaio

#16
No, I really don't get tired to continue the work on this character-sprite. Here's the new approach:

And a little evolution of the sprite over the ...years  ;). Oh yeah, it's almost one year since I made the first version. And I almost got my character done. Makes me fell encouraged for the whole game.



I tried to improve on the proportions and the posture this time. Oh, and the face of course. Stay tuned for another year of fixing this sprite ... or give some c&c... :P.

Greets, Kaio

Mr Flibble

The latest version looks amazing, long development processes always yield good results! Duke Nukem Forever scenarios notwithstanding.
Ah! There is no emoticon for what I'm feeling!

NsMn

I'd also go for the latest version... looks exactly like Indy!


... in the fourth film  :P

Gilbert

I think it could be a personal choice though. The latest one does look amazing as it's more realistic in terms of both proportion and shading, etc., but it would be hard to show his expressions (if you need to) with that. The earlier versions had bigger face and more defined facial elements (but less realistic shading) which made (exaggerated) expressions more noticeable.

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