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Weh.
#46
The way you did the angle looks really off, like the upper body is from a 1/2 top-down while the lower body/legs is from a plain front shot
the diagonal overworld also looks lopsided

bad edit:
[Image: ja02r.png]
I pulled wario's body upwards (maybe too much though); from a more top-down angle, more of his body would be hidden by his head, despite his girth; also angled the feet so it looks more like a top-down view
I did something a tiny bit similar with the feet on the diagonal, along with pulling his belly in a tiny bit (so that his back can be implied to be a bit further back rather than air humping) and also moving his left hand up a bit
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#47
[Image: wariodashattackmore.gif]
The alternate dash attack animation had too much of a strange-looking face, so I changed it. Is the movement good enough?
I can't seem to get Wario's legs to look right at all in the overworld sprites; I'm going to (already) take a break as far as that goes. Even if I add them to his body before adding the arms, they look like their positioning is off when I add the arms.
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#48
Sorry about the double post, but
[Image: e43626e6cc.png]
[Image: 06b0b53440.png]
Better or worse? If this is better, I'll probably redo most of his arm poses.
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#49
(07-25-2015, 01:12 AM)SuperWarioWorld Wrote: [Image: wariodashattackmore.gif]
The alternate dash attack animation had too much of a strange-looking face, so I changed it. Is the movement good enough?
I can't seem to get Wario's legs to look right at all in the overworld sprites; I'm going to (already) take a break as far as that goes. Even if I add them to his body before adding the arms, they look like their positioning is off when I add the arms.
That looks better than the previous ramming animation. My only irk has got to be the freakishly long left arm. I'd understand if you were exaggerating the proportions of his ramming arm to express power, but there the arm just looks a bit too long. Like if it was being dragged along. Maybe make it slightly shorter and nor bob up and down as much?
(01-24-2014, 07:52 AM)Gors Wrote: those are really fucking classy surnames you've got there

[Image: tumblr_npvw95As6k1tzzv2wo1_540.gif]
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#50
Look, I did it again WOOOOOO
[Image: warionewdash.gif]
Also, I redid Wario's arms in his running animation:
[Image: wariorunnew.gif]
Also redid his arms in his(currently 3) standing poses:
[Image: warioturnnewnew.gif]
Probably going to work on jumping, crouching and crouch-walking next.
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#51
I don't know why, but the walk looks very mechanical to me. He almost looks like he's shuffling and I'm not sure if there's any shifting of weight.

[Image: wlk01.gif]

I doubt this will help, but maybe this could give you ideas. Before you ask, I know it's not exactly how Wario would walk, but nearly every walk cycle (and most animated movment in general) comes from actual movement in real life.
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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#52
That didn't really help and I see what you're saying, but it's likely that I'll redo that animation anyway; the perspective is all over the place in that. Whereas it's supposed to be a view straight from the side, his other arm sometimes comes from a position that makes it look otherwise.
EDIT: Nevermind, I tried to do torso rotations and my failure in that regard shined.
Do you think the animation would look better if his shoulder visibly moved forward and backward? If he had head movement?
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#53
That walk cycle is too synchronized, looks like a robot running for some sort of goal.

Here's a really good walking animation reference from an OLD book. You can't get any older than this, so I'm sure the old, basics could help a-lot.

[Image: VeGqyUX.png]

EDIT: E-man beat me to it, but the tutorials all matter about taste, correct?
I like to make models in my free time. I also make weird games, too.
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#54
while you want to have buff arms,

have you actually studied how arm muscle works? like, actually seeing muscle clusters to draw them on wario

right now it doesn't really look like muscles, but tumors clumped on his shoulder. that, or someone drew random lines on his shirt
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
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[Image: deT1vCJ.png]
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#55
@Fillerthefreak: Should I delay his arm movements? The other thing is that Wario's (energetically?) running, not walking.
@Gors: Yes. Which sprite in particular are you referring to? His standing sprite, running animation or dashing animation? I can very clearly make out his tricep, bicep, deltoid and forearm muscles in each sprite; that could just be because I made it. I'm going to go study some Street Fighter sprites. Probably should've done this in the first place. I have to call you on the passive-aggressiveness, though.
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#56
@SuperWarioWorld

You need to make the arms and legs move at different timing, rather than both having the same timing.
I like to make models in my free time. I also make weird games, too.
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#57
For the moment I'm more concerned about his muscles; is this a step in the right direction?
[Image: 47aac2173c.png]
[Image: 9bd30499a2.png]
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#58
Do what Gors said earlier. It'll help, a-lot.
I like to make models in my free time. I also make weird games, too.
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#59
No idea what you're talking about.
(OP is and has been outdated, if anyone was basing their criticism on it)
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#60
Look at some references on muscle,s then apply some things to learn on your sprites.
I like to make models in my free time. I also make weird games, too.
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