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Messages - pmprog

#21
Critics' Lounge / Re: Character Design
Sat 16/10/2004 15:17:05
Quote from: Dart on Sat 16/10/2004 15:06:44
Yikes. The perspective is off, and some shading is needed.
To be honest that was the first time I matched my character against that background. Doesn't look as bad against the others

Quote from: Dart on Sat 16/10/2004 15:06:44
As for detail, how about you draw in some food cans/boxes on those shelves, and add some tiles on the floor rather then just making the colour a basic white?
The shelves were empty because I was going to use individual AGS objects to fill them

Quote from: Dart on Sat 16/10/2004 15:06:44
Also, could you possibly post up a version of the background without the JPG artifacts so I could edit the picture? Thanks.
http://www.pmprog.co.uk/temp/0rooms.zip - Has all my currently designed rooms
#22
Critics' Lounge / Re: Character Design
Sat 16/10/2004 10:57:24
Quote from: N3TGraph on Sat 16/10/2004 10:23:31
the only thing I would change are the black outlines, they're a bitch if you ask me :)

Mmmmm... Not sure, I still like the "absolute definition" style to outlines.

This is one of the rooms for my game. As you can see, outlining is the basis of my artwork (coz I'm pretty naff)


What does everyone think of the kitchen?
#23
Critics' Lounge / Re: Character for C&C
Sat 16/10/2004 09:15:56
Quote from: fovmester on Sat 16/10/2004 08:41:36
Nice, but hisw hand is pointing in an impossible direction. It should be the other way.

It's not impossible, he's just got his palms up.

I like it, reminds me of one of my friends ;)
#24
Critics' Lounge / Re: Character Design
Sat 16/10/2004 09:07:08
Quote from: InCreator on Sat 16/10/2004 07:30:23
It's quite good now...
Just fix the thing with broken/twisted neck and it'll be perfect.
People usually face the direction the are walking to.

#25
Critics' Lounge / Re: character design
Sat 16/10/2004 00:27:52
I would think that a computer would be better at predicting shadows than myself  ;) but it was the thing that stood out to me.

I too would be interesting in seeing a walk anim...
#26
Critics' Lounge / Re: character design
Fri 15/10/2004 23:16:17
That looks pretty cool! Although I don't think that shadow on it's chest relects the movement of the mouth properly.

Did you manually do the shadow or let the 3D app do the shadow?
#27
Critics' Lounge / Re: Character Design
Fri 15/10/2004 23:11:40
Quote from: Albino-I on Fri 15/10/2004 13:51:08
.. and if you could also size it up little bit?

The size is based upon the character size in Indy Jones: Fate of Atlantis. The Sophia graphics were drawn at 45-50 pixels high, so I used that basis for mine, as my game is also designed for 320x200. So this character should look fine. At least, I'm hoping it does. I have not yet tested it against my backgrounds, but since my art style has been consistant, it should fit in okay.

Thanks to everyone for their input/comments. Does anyone know any tutes for North/South walk cycles? I fear these will look as bad as my first attempt at East/West cycles.
#28
Critics' Lounge / Re: Character Design
Fri 15/10/2004 13:25:05


How's this look?

The tute I used was http://www.idleworm.com/how/anm/02w/walk1.shtml
#29
Critics' Lounge / Re: Character Design
Fri 15/10/2004 12:28:31
BorisZ: Strutting is a style of walking. Usually when you're showing off, or think you're a god. For example, you say dancers "strut their stuff" when their showing off their dancing skills

Although I think my guy looks like he's more having a spasm than strutting.

I've found a good walk cycle tute, so I'll do some re-work and post an update when (if) I get something better

Thanks...

BTW - Dya think the head/face fits with the rest of the body?
#30
Critics' Lounge / Character Design
Fri 15/10/2004 11:42:49
I'd appreciate ideas on improving my characters animation. It looks dodgey at the part where it loops round. (Well, it all looks dodgey, because I've always been bad at drawing people  ;D)



Cheers,
  Marq
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