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Messages - Penguinx

#201
Critics' Lounge / Re:Update: Robot Redraw
Tue 03/02/2004 22:43:22
Making a simple decision like this usually doesn't have me in so much of a tissy.

The direction that this character is going is completely lost on me. I may scrap the thing entirely, as I just haven't gotten a feel for this robot.

Normally, I'd make something and not even ask for too much input other than, "Do you like this?"
#202
Mr. Colossal, you hit the nail on the head. I was making the Trek connection, as well; when I did the edit I tried to stick to the spirit of the original as much as possible.

I would think of using colors more in a greenish brown spectrum. Something that looks like it has stood up to a few of the rigors that space has to offer and is worse for the wear. However, Mage's art is much more bright and cartoony than my efforts usually are.
#203
Critics' Lounge / Re:Update: Robot Redraw
Tue 03/02/2004 19:34:11
I know exactly what you mean. That particular change is in the works as soon as I pin down the overall style.
#204
I did a quick redraw. I think the buttons and collars are what dates the character. You can get away with using the band in the hair and ponyail. That seals the deal as far as a pirate theme is concerned. I gave him a badge, some collar buttons, and futuristic, vertically-striped pants! Woo!

#205
Critics' Lounge / Re:Update: Robot Redraw
Tue 03/02/2004 18:23:11


Apparently, there is no end to my revisions of this character. Having never used anti-alaising much, it was about time I tried to learn how. Before I get half-way through this game and realize that my style has completely changed, I thought it better to give the ole girl a new jolt.

I am about halfway through the redesign and I'd like to hear some opinions...

As always, you guys are great.
#206
Frank Miller did, indeed, draw Batman: The Dark Knight Returns.

Good book, btw.
#207
Cool beans, Mr. Colossal.

I'd like to see someone do it; as of right now there are about a billion things standing in the way of my games getting done. Most notably, my home PC's recent motherboard meltdown. Grr.
#208
That background looks totally professional. The only crit I have is the same others have posted. The green guy looks a bit awkward during his walk-cycle.

Really, though, great drawings.
#209
I know it sounds like a lot more work, but if you were to tilt the shoulders as the arms moved it would look a lot more convincing. Like you said, tone down the jiggle, too. Although, the jiggle is pretty funny as is.

#210
That's a marked improvement!

Women's hips are usually as wide as their shoulders. In this case, I'd probably make the shoulders a little narrower to match the width of the hips.

Really, though, with the size of her head and the overall style of the drawing, it is nice as it is.
#211
The feet look like they are being viewed from the side. When you look at a foot from the front, it's almost like someone took a circle, cut the bottom half of it off, and set it flat side down on the ground.
#212
Holy cripes!

If you would have told me that the end result was an actual photo, I would have believed it.

It looks like a photo that was retouched in Photoshop, not a drawing created from scratch. Really cool.
#213
I like it, except for the fact that I can't distinguish what or where her arms are. I like the style, especially on the alien, and it would all probably make more sense animated.
#214
The type of drawing that I am best at is comic book style drawings. I've been meaning to do a Frank Miller-esque black and white, high contrast game for awhile. If I ever get around to it, I was going to make it a horror story along the lines of, say, a silent hill game.

I definitely think severely-limited palette games have a chance.
#215
That's pretty much what my take was on it at this point. I may make another version just to see if it changes the feel of the character in such a significant way that it should be used as the in-game sprite.

One of the things I actually like about this character is the way his steps kind of slide around. Usually, I'd try to avoid that, but it fits him for some reason.

I've yet to make the left/right/up animations, and I think I've got a good enough base to do those now. The setting for the game is a 1940's-esque farm community of the future. Say that three times fast. There are about 10 more characters not including a few monsters yet to be designed/animated.

I'm most definitely going to need some help with the female characters as this is probably the third walking animation I've ever done and a female would be my first attempt at the fairer sex.
#216
A few people over at Pixelation seem to think I should be making the hips dip down during the walk cycle as well. What do you guys think? I'd like to move on at some point, heh.
#217
The animation in the second attempt is very smooth and life-like. The only criticism I have is that his arms seem stiffer than the rest of his body. They look like they could use some more bending at the elbow joint in my opinion.
#218
I really like the look of Loominous' character as well, but I think Darth's fits his backgrounds better.

One thing, I like the single pixel extension of the foot in Loominous' version and I think that would look good when applied to Mr. Darth's.
#219
Critics' Lounge / Re:New Cop Char for C&C
Thu 29/01/2004 17:39:43
That's funny; it's a two for one. I prefer the non-bearded version with some less pointed sideburns.
#220
I've posted to a few different forums, and the general consensus is that the character needed a hop in his step. I added the hop, corrected some shading issues with the face, and added a little bit of perspective to his hips.



Whattya think?

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