Sam & Max - Lip Sync animation

Started by FrankT, Wed 15/02/2012 20:49:21

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FrankT

So I put together two "talkie" portraits of Sam & Max, since I'm sure they'd come in handy for the next person who's eager to make another game. Now I utilized Steve Purcell's original lip-sync illustrations as well as the LucasArts colour palette... I just need a few opinions. Are these a little jittery, or...? Should I have reduced the head bobbing, perhaps?


Gudforby

Looks good!

Right now max has more of a shoulder bobbing. But i imported it in photoshop to see it better what it would look like if the shoulders stood still and the head bobbed, and perhaps it's a bit jittery. Sam looks great though!

FrankT

Ah yes, I noticed the shoulder problem a little late. The next edition should fix that. Thanks!

Blue

I could just stare at this forever.
...but I better not.

Great work  :)



deadsuperhero

This is adorable. I love everything about it.
The fediverse needs great indie game developers! Find me there!

Cyrus

Ever thought of making a fangame yourself?

Sughly

Beautiful stuff! Really well done!

FrankT

Quote from: Cyrus on Fri 17/02/2012 06:58:44
Ever thought of making a fangame yourself?

I'm not a very good writer :-\ Not to mention I wouldn't have the patience... as I have proven.

Cyrus

There's already an existing fanproject: http://www.samandmaxfangame.proboards.com/

We need artists and animators.

FrankT


Cyrus

Yes, it's a bit slow for the said reason (lack of artists/animators), but we have a finished story draft: http://www.samandmaxfangame.proboards.com/index.cgi?board=general&action=displayhread=1

FrankT

right... it could prove a bit of a problem though; as I previously stated, I founded the animation on Steve's original drawings.

Shane 'ProgZmax' Stevens

I think they look great, though the scaling could be an issue.  The proportions on Max are considerably higher than Sam, making Max look much bigger than he actually appears in the games, comics, or cartoon.  If this were vector art I would say no big deal, just reduce the size of the vectors, but since actual scaling is going to result in loss it's worth a mention that one or the other of these portraits would have to be adjusted to match the basic size and constraints of the other.

FrankT

Looking at it, I can see that could be a problem. However... I'm sure there was a similar case at one point...

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