Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: Problem on Fri 07/03/2014 18:39:51

Title: Walkcycle/3D Model Feedback
Post by: Problem on Fri 07/03/2014 18:39:51
Hi everybody,

I'd like to get some feedback on this walkcycle:

[imgzoom]https://dl.dropboxusercontent.com/u/1891681/walkcycles.gif[/imgzoom]


It's a 3D model animated with Blender, and so far I'm quite happy with it. But please feel free to tear it apart and comment and criticise everything. This walkcycle will be used as a base for quite a few other characters, so I want to make it as good as I possibly can.

Title: Re: Walkcycle Feedback
Post by: cat on Fri 07/03/2014 19:21:13
The movement of the tie, where it meets the vest, is weird.
Despite the toon shader it is visible that the animation was not done "by hand" in 2D, most noticeable in the front view.
The coat looks pretty good for a 3D model, though.
Title: Re: Walkcycle Feedback
Post by: Gribbler on Fri 07/03/2014 19:23:24
I think it looks great. Reminds me the games from Pendulo Studios.
Title: Re: Walkcycle Feedback
Post by: Andail on Fri 07/03/2014 19:52:30
I think the legs should extend more; they're too bent now and I'm missing a frame where the heel lands and the toe points up. He's also turning his head unnaturally. You usually don't look from side to side like that when you walk.
Title: Re: Walkcycle Feedback
Post by: Anian on Fri 07/03/2014 22:31:44
I like the render. Is that Blender's default ink/toon render?
Title: Re: Walkcycle Feedback
Post by: Problem on Fri 07/03/2014 22:41:21
Thank you all! This is some very helpful feedback. I decided to remake the walkcycle from scratch, trying to incorporate your suggestions.

[imgzoom]https://dl.dropboxusercontent.com/u/1891681/walkcycle2.gif[/imgzoom]

Is this better? I'm not quite sure about the arms, do you think they move too much?

@cat: It's not a problem if it looks a little bit like 3D. But it's important that the sprites blend well with hand-painted backgrounds. But for this I'll probably open another topic in the critics lounge soon.

@Anian: Yes, it's Blender's toon shader. I had to play around with the settings a little bit, but it wasn't too difficult to get the shading right. The outlines were more complicated. That's something that Blender doesn't do very well by default, because the thickness can't be adjusted easily.
Title: Re: Walkcycle Feedback
Post by: Tabata on Sat 08/03/2014 07:30:50
Quote from: Problem on Fri 07/03/2014 18:39:51
... But please feel free to tear it apart and comment and criticise everything. This walkcycle will be used as a base for quite a few other characters,...
Both walk-cycles look like the walking is done somewhat deliberately carefully (might be because of the age or a little handicap or during deep thinking)
Especially the first version looks pretty cool and fits nicely to that character, inclusive the anim of the tie because it matches to that kind of movement very well.

I wouldn't use them completely as a base for several/all characters (for example, a typical woman walking like this doesn't fit in my eyes).
The part that looks a bit weird (better: that doesn't look usual) for my taste is the neck â€" it looks kind of stiff, like having a stick instead of a spinal column, not being able to turn the face towards the direction he is walking â€" it's more a special individual behavior for this char, but not for several different or all chars in a game.

Well, I need to repead â€" It's just my personal „feeling“ about this walkcycles â€" being cool for one specific character, just not ordinary enough to be used as a base in all parts.  (http://www.smileyvault.com/albums/userpics/12962/2cents.gif)
Title: Re: Walkcycle Feedback
Post by: Problem on Sat 08/03/2014 07:59:41
Thanks, Tabata! Your're right, of course I won't just copy the walkcycle. The characters will share the same basic animation skeleton, scaled to fit their individual body shapes. Then for every character I'll apply this walkcycle and change certain aspects of it, trying to match the individual personalities. But I want to have at least one basic walkcycle to start from, so that I don't have to recreate it from scratch for every character.
Title: Re: Walkcycle Feedback
Post by: Monsieur OUXX on Sat 08/03/2014 10:39:01
Quote from: Andail on Fri 07/03/2014 19:52:30
He's turning his head unnaturally. You usually don't look from side to side like that when you walk.
Title: Re: Walkcycle Feedback
Post by: Problem on Sat 08/03/2014 13:13:37
New version:
[imgzoom]https://dl.dropboxusercontent.com/u/1891681/walkcycle3.gif[/imgzoom]

I reduced the head movement even more and corrected a few minor things with the arms and legs.
Not related to the animation, but I also made the outlines a little thinner.
Any more suggestions?
Title: Re: Walkcycle Feedback
Post by: Ryan Timothy B on Sat 08/03/2014 16:24:14
His movements look a little robotic, the arms especially. I also think that the head bob which angles his head down is inaccurate and makes it look like he's a chicken pecking food, or timid and wants to cower down with each step - almost seems like there's a slouch too.

The biggest thing you could do with his hands to eliminate the robotic look, is tuck the thumb inward having it nearly resting against the underside of the forefinger. Whereas his hand currently looks like it's as flat as it would be laying on a tabletop.

The toon look is fantastic though. I really like it.
Title: Re: Walkcycle Feedback
Post by: Problem on Sat 08/03/2014 22:11:59
Thank you, Ryan! I relaxed the hands a little bit.
I think I'm getting close to the final version, but feel free to comment if you find anything else that should be fixed:

[imgzoom]https://dl.dropboxusercontent.com/u/1891681/walkcycle4.gif[/imgzoom]


Title: Re: Walkcycle Feedback
Post by: selmiak on Sat 08/03/2014 23:00:44
the motion is very fluid, I wouldn't change that.
He looks sad though, lift his eyes/head/point of view a bit.
the transition from lit to dark shadowy on both his legs looks off
Title: Re: Walkcycle Feedback
Post by: Problem on Sun 09/03/2014 11:16:28
Thank you selmiak! I'll see if I can change the lighting a little. Posture and body language is something that will have to be adjusted for each character's personality, and for this character it's just what I intended.

Well, I think this is finished for now. Thanks again to everyone who gave feedback, you were extremely helpful.

Hats off to this community!

[imgzoom]https://dl.dropboxusercontent.com/u/1891681/hatsoff.gif[/imgzoom]
Title: Re: Walkcycle Feedback
Post by: Dropped Monocle Games on Tue 11/03/2014 11:43:19
man, this is some great stuff!! nice work.. how hard is it to get into 3D stuff? I have only really done 2D
Title: Re: Walkcycle Feedback
Post by: Problem on Tue 11/03/2014 12:26:18
Well, the learning curve it pretty steep at the beginning. But if you have a sense of proportion (which you obviously have) and some patience, it's possible to learn the basics in a few weeks. In some ways it's a lot like 2D vector graphics, so things like bone animations won't be new to you.
Blender is free software and there are tons of tutorials on the web to get you started.
However the interface takes a lot of getting used to, as Blender is complex. It has video editing capabilities, and it's even a complete game engine in itself. You'll learn tons of keyboard shortcuts along the way. But nothing prevents you from trying. Just don't expect too much in the first weeks/months and don't be worried if there are dozens of buttons that you don't understand yet.

But of course I don't want to distract you from working on "Goat Herd and the Gods" (or even Witchy Woo II). So don't do it. Just don't.  :-D ;)
Title: Re: Walkcycle Feedback
Post by: Armageddon on Tue 11/03/2014 18:04:17
That's really great work. I feel his face is a little bit in the uncanny valley though, his mustache is a little too big, not a very good jawline. His head melts into his neck. Other than that though it's really high quality.
Title: Re: Walkcycle Feedback
Post by: Dropped Monocle Games on Tue 11/03/2014 18:11:05
Thanks for the info! I think I'll have to give it a real try at some point... love to see what I could do with 3D

Quote from: Problem on Tue 11/03/2014 12:26:18
But of course I don't want to distract you from working on "Goat Herd and the Gods" (or even Witchy Woo II). So don't do it. Just don't.  :-D ;)
Fair point... *backs away from Blender*
Title: Re: Walkcycle Feedback
Post by: Problem on Tue 11/03/2014 21:01:46
Quote from: Armageddon on Tue 11/03/2014 18:04:17
That's really great work. I feel his face is a little bit in the uncanny valley though, his mustache is a little too big, not a very good jawline. His head melts into his neck. Other than that though it's really high quality.

Thanks! I gave him a small face-lift:

[imgzoom]https://dl.dropboxusercontent.com/u/1891681/face.png[/imgzoom]

Better?
Title: Re: Walkcycle/3D Model Feedback
Post by: Problem on Sat 26/04/2014 22:45:15
Hi again,
over the last few weeks I made some great progress. With every new 3D model I create, I learn new modelling techniques. The 3D model from this topic has improved quite a lot, but now it's time to declare the character finished and move on. But before I do that, I want to show you the final character, as he will appear in ou just in case some of you have any additional feedback:

(https://dl.dropboxusercontent.com/u/1891681/vincent.png)

Any last-minute suggestions? :)
Title: Re: Walkcycle/3D Model Feedback
Post by: Chicky on Sun 27/04/2014 15:31:03
Hey Problem, lovely model and animations ;-D

I tried making the eyebrows smaller and relaxing his eyes a little.

(http://i.imgur.com/t8Rroos.png)
Title: Re: Walkcycle/3D Model Feedback
Post by: Problem on Sun 27/04/2014 18:41:54
Thanks, Chicky!
I like the big eyebrows, but you're right about his eyes in this rendering. They look better in motion, because I animated his eyelids for the idle animation, so they don't always stare like that when he stands around.

EDIT: And here's the latest version of his walkcycle:

(https://dl.dropboxusercontent.com/u/1891681/walkcycle_day.gif)      (https://dl.dropboxusercontent.com/u/1891681/walkcycle_night.gif)
Title: Re: Walkcycle/3D Model Feedback
Post by: Dropped Monocle Games on Mon 28/04/2014 15:22:52
very nice indeed sir!
Title: Re: Walkcycle/3D Model Feedback
Post by: Giraffadon on Mon 28/04/2014 23:17:16
I like your model.

Are you going with 3D Backgrounds? or 2D (like BS5)?
Title: Re: Walkcycle/3D Model Feedback
Post by: Problem on Tue 29/04/2014 09:33:35
We'll use hand-drawn 2D backgrounds. Our background artist does a fantastic job, and we're working hard to create a consistent style despite the different techniques. So the approach is quite similar to BS5, but with pre-rendered sprites instead of realtime 3D characters.