Revised Indy Animation ;)

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

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Kaio

Thanks Mr Flibble, NsMn and Gilbet for the comments!

@Gilbet V7000a:
That's right, facial expressions might suffer under the new grade of realism. But I remember the great "Fate of Atlantis" where they had also a more realistic face for Indy. I also remember, that there were some great facial animations, too...so it's possible, I guess.  :)
And if not, I still can switch between the various versions of the face I did over the years :P.

btw: ...NsMn, in the fourth film? Wtf did I do wrong?  ::)

Gilbert

Yeah. But remember, in FOA the characters were drawn in even smaller resolution and they're not as detailed as your sprites. Also, while the heads did not look that much comical in FOA (note that even though your earlier versions looked a bit comical the faces were indeed much more detailed than the FOA ones, which set a good base for visible expressions) they indeed were intentionally drawn a bit bigger in proportion.
In fact, I don't think the characters in FOA were drawn to look very realistic either (under that low resolution and with facial structures defined by only a small number of pixels it's not easy to draw faces recognised as either realistic or comical). Furthermore, IMO the facial expressions/movements in the faces were actually very exaggerated (take Indy's talking head for example), as under that resolution it would be a very noticeable move already when say, the head was raised by 1 pixel.

However, it is up to you to choose, as the latest one does look very good. It may also depend on the tone of the game. If the game is supposed to be quite comical the earlier ones might be better but the latest one is perfectly fine otherwise (note that IMO all Indy games are supposed to be comical but it's just to what extend you want for how funny it could be).

Kaio

Since there won't be a complete game featuring these sprites in the near future, I just see them as practise for me :P. It was my goal to make it look as realistic as possible this time and not to make it functional for a game in general. Anyway, I continued the work a bit on the shirt-version... basically it's been completely redrawn:



Atelier

The progression through the stages is very good, especially realistically. The only thing I see is his collar on the left of the neck (his right). The colour of his neck and the colour of the collar seem too similar, which could easily be fixed by putting a darker pixel to separate it?

Also, I agree that the walkcycle in the first post is the best one I've ever seen. Excellent artwork. :)

Matti

Also, his neck is still too heavy. I'd take away one row of pixels on each side.

Shane 'ProgZmax' Stevens

#25
I like the progression to the third version because it shows a marked improvement in color usage and shading as well as posture.  The only issues I see is that his legs are still rather short for the size of his head, his neck seems a bit large still, and his nose is shaded darker and looks like he's drunk.  The shift of skin tone towards red and the shading on the hat are great improvements!

Edit:  I thought I'd make a quick edit to show you how Indy would look with the standard 7 head proportions.  His legs look far less stumpy but then you're dealing with a larger character.  It might be worth it to extend his lower legs 4-5 pixels regardless, though, just to make the upper and lower leg lengths match (not including the feet).  I also widened his shoulders slightly and reduced the bulk of his neck somewhat.




Kaio

Wow Progz, nice edits, thanks :). Especially the nose-job :P. But doesn't he look a bit too stretched? He looks like a basketball player now, lol.

Shane 'ProgZmax' Stevens

I made him a bit larger than 7 heads because the original version wasn't exactly 6 (it was 6 and a little bit off the top of the head as you can see) so his legs are slightly longer than they should be, though not enough to really cause a problem.  Reducing two pixels above and below the knee in my edit would probably bring it back to the 7 heads rule, but again, this was just an example to show you how the proportions work out based on the size of the character's head :).

Matti

In fact, your edit is great, ProgZ.

The reason for thinking that he's an oversized basketball star is only caused by the relation to the original version which was very unproportioned.. (but much better than the older versions I may add).

Layabout

Kaioshin, i think you may want to have his upper body acting as a counterweight to his lower body, ie left shoulder down, a pixel or 2, right shoulder up a pixel or 2. Lengthen those arms, they look about 3 or 4 pixels too short!. The thumb connector thingy (KNUCKLE!) should be in line with the crotch. Give him a sliiiight curve if you think you can. It'll look far more natural. He looks unbalanced and too symmetrical at the moment. Lower body is great, but the upper body needs work. (I would draw an example but it's 3am and I'm tired) :p
I am Jean-Pierre.

Kaio

Thanks for the hint, Layabout. I was also wondering how I could give him a more natural appeal. I'll try out what you just said :).

Basti

Hey there Kaioshin ;D Great work, this Indy will kick Pandoras a**. ;)

Peder 🚀

Quote from: kaioshin on Thu 03/09/2009 18:19:18
He looks like a basketball player now, lol.

I think he looks like Chris Jones the Adventurer!

Knox

I think the last one is the best...your walk cycle animation is really really good...

Congrats! :)
--All that is necessary for evil to triumph is for good men to do nothing.

NsMn

Can I be honest?

...I don't like the proportional version.

subspark

For what it's worth I think Indy deserves a stylised look. Theres no use in pulling out rulers and graphs when all you need is a good artistic eye. In my experience, for both games and film, going with whatever looks right doesn't necessarily mean going for what's physically accurate.

Here's my interpretation of what feels right as an artist:


Cheers,
Sparky.

Digital Mosaic Games


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