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Roach's slow work
#76
Holy cow man, that's absolutely amazing! The detail is impressive, the shading is very reminiscent of the Genesis and you've got some really well-defined musculature. Oh, and if I may ask, what references did you use for the latter? Good musculature has always been one of my weaknesses as an artist.

Also, if you charged that person less than, say, $20-$40 you really might want to reconsider your pricing.
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#77
If you want to know what I looked up for the musculature reference, I'll let you know that I literally looked up picture of bodybuilders. Muscular men worked decently for reference better than I thought.
Here are some samples that I used for this picture.

And don't worry. Unless I get paid at least $40, nobody will be getting a sprite that good out of me.
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#78
The animations here are awesome, I do feel for the little dude with the brown hair his frame speeds are alittle slow. Like the slide and the wall jump the frame speeds seem too even, they don't have that jolt of speed needed to perform that action.
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September 1st.




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#79
The face on the dragon looks sorta flat compared to the rest of it. I think it'd be a good idea if you could show some more volume around the mouth somehow
[Image: sxv5uJR.gif]
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#80
@The Phinx: I'll certainly keep the frame speeds in mind next time I get back to work on him. I'm actually intending to work back on him again the next month anyway.

@StarSock64: I've been feeling the same way about it, but I didn't know what to do about it at the time. But then I edited it right now anyway, and it was easier than I thought.

[Image: red_by_motorroach-d91mkqx.png]
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#81
[Image: mLpG812.gif]

Trying to make the movement in here alike to how he skips in the gameplay footage online. I guess this is close to how he actually walks?
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#82
there needs to be a slowdown on the arm swing when it reaches the farthest point, especially when it's about to retract. right now it's troo sudden and it makes the loop artificial and not lively
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#83
[Image: L0y7UBK.gif]

There we go... I don't want to slow it down too much, though. After all, his in-game animation is pretty fast paced.
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#84
oh right, I don't mean actual frame playback slowdown - but the animation itself.

you know how a bouncing ball will lose speed at the peak height, and thus the difference of distance between frames are smaller? The waving hands should be like that too.
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#85
Oops, my bad.

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#86
Do you use any reference for animation, because this and those hitmonchan ones are smooth and had a sense of reality in them.
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September 1st.




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#87
Speaking of the Hitmonchan animations, try to throw a left jab while rotating your head left. That's not how it works.
(I'm talking about this) [Image: pKwJZFb.gif]
Generally speaking, none of the movements here look correct except for Hitmonchan's left(our right) arm.
As for Yooka, it seems like there are too many clean, easily visible details for it to look pre-rendered. His hand in his walking animation so far seems to move in a pretty choppy manner. His legs blur together and it ends up looking like his legs switch sides halfway through the animation. I'm not sure if this issue will be present once you add in details.
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#88
The Yooka animation is still a sketch. So far it's meant to be nothing more than a movement test. And I'm sorry, but I can't see how the hand is moving in a choppy manner? Seems to flow decently enough to me. Also, I'd need you to be more specific about which details are still too clean, because I'm unsure about what else to change. As for the jab...

[Image: ryu-wp.gif] [Image: cyclops-jab.gif] [Image: joe-jab-cvs.gif]

I... don't really get what you're saying in here, given that rotating your head to the left during jabs is quite common in Capcom fighting games. The movement in that animation had been talked about in here before, and already changed to what people considered most natural to a boxer fighter.

And I really, really don't want to go back to editing already finished animations. Working on these are extremely time consuming due to the amount of detail and sub-pixel movement attention that goes into most of these animations, and time is something that had been hard for me to get these days. The thing I want the most with this Hitmonchan commission is to just finish it already, because this has taken me far longer than what I consider to be acceptable. The worst part is that I don't think I'm even half done.
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#89
Their heads aren't turning to the left. In fact, the third animation even shows the fighter's head moving slightly to the right. They're either locked into a position, moving forward, or, in Guy's or Balrog's cases(to name a few), rotate in the opposite direction.
The second animation in your post is acceptable because his head rotates downward and to the left(in a resistant motion) as his body rotates to the right.
Trust me, a head rotation to the left is strange. Go through the motion in real life. Hitmonchan's right(our left) shoulder also doesn't visibly move at all, when, in fact, that's the part that should be moving. In this case, look at Ryu's right arm. His forearm isn't moving on its own. Most of the movement is from his shoulder. Simply moving his forearm back is not natural.

It's cool if you don't want to edit it. I'm just saying that motion isn't natural at all. I'd like to think I know more than a few things about boxing; trying to throw a jab with those motions in real life, it's actually difficult to make my head and right arm move that way. You don't even particularly need to edit it, though; it should look passable to most people anyway.

Off of the top of my head, Yooka's eye irises are too readable to match, some of the shaping and shading is too good and the dark green needs to be darker.
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#90
I'm certainly going to keep that in mind for future works.

[Image: tumblr_nt35h8370v1r51rb0o1_250.gif] [Image: tumblr_nt35h8370v1r51rb0o2_250.gif]

Few animations that I was commissioned to do. To be more specific, he wanted two attack animations from the Arcade TMNT game to be remade into the SNES Tournament Fighters sprite style.
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