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My Sprites 
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Joined: Tue Jul 27, 2010 2:01 pm
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Location: Drawing for grades!
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MGN Username: SageHarpuiaJDJ
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Currently Playing: The game of Life
Waifu: Beruka from Fates
Image

WIP animation for Win's Idle. I don't want just a regular breathing idle, but it's all I could come up with so far. How does it look?

Another question, would it be okay to make a development thread for the sprites in my game only while this thread would be for my misc stuff?

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Mon Nov 11, 2013 10:53 pm
The Green Sage wrote:
[ [url=http://i1128.photobucket.com/albums/m487/Jdj016/WinIdle11_zpsbe5c2df2.gif]Image ][/url]

WIP animation for Win's Idle. I don't want just a regular breathing idle, but it's all I could come up with so far. How does it look?

Another question, would it be okay to make a development thread for the sprites in my game only while this thread would be for my misc stuff?

That pose is kinda awkward for a stance, I suggest maybe having clenched fists.


Mon Nov 11, 2013 10:56 pm
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I'd go for that, but I kinda want it to look like an aggressive karate pose. I have no clue on how it would look because the images that I usually see doesn't have the look that I want.

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Mon Nov 11, 2013 11:11 pm
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His torso needs to move up at least a tiny bit, and his whole arm needs to move, not just his fore arm.

Some leg movement wouldn't hurt, either.

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Mon Nov 11, 2013 11:16 pm
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Stretched out arms are not at all fitting for an fighting stance. The arms always need to be bend slightly, because otherwise you can't throw a punch (or chop). Even kick-only characters like Yuri and that Tekken Hawoboomerang guy bend their arms.

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Tue Nov 12, 2013 4:50 am
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Now that I think about it, I just going to change the stance completely and just use the current one as a base when I make animations. This one is a pain in the a** to animate and I don't know what to do with it, so maybe a new one will look better.

Thanks for the comments, guys.

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Tue Nov 12, 2013 9:00 am
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All the new Custom stuff will be in my development thread, which will added in the OP soon.

Now, here's some feedback that I got from another forum:

Quote:
I have a hard time understanding what this means, but I can't honestly say that I see any improvement. Anatomy is still problematic and volumes are still poorly defined. You really need to study human anatomy more, because I think your sprites clearly show that your grasp of anatomy is lacking. Looking at Win's "base", he seems to have no pelvis, his knee is completely soft and round, and he has a Y shaped line going through the middle of his left bicep. The animation creayes even more issues with the shoulder/chest expanding, and the mysterious bicep line squiggling around. I'm sorry if this feedback isn't very helpful, I would be happy to provide a paintover to illustrate better but I won't have access to my computer until next week.

On another note, I still think your method of finalizing outlines before filling in the blanks with colour is not the most productive. Yes I know this is a popular method, and it isn't "wrong", but I think it does require a degree of three dimensional visualisation that you don't really have at this point. It is in many ways more sensible to start by blocking out the major shapes and shadows before going into the smaller details. I would say that understanding 3d shapes and how those shapes are represented in 2d is your biggest weakness, and by concentrating on outlines and leaving shading to be thrown together in the end, you are avoiding the issue instead of trying to improve on it.


I seem to lack a 3d point of looking at a 2d artwork. This is something that I going to work on here. And you guys don't mind, provide your thought on this as well as your own feedback.

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Fri Nov 15, 2013 10:56 am
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Actually yeah, can you post your steps in drawing a sprite? Do you do wire frames, or colored blocking, or full outline first?

I'm talking something like the attached picture of some of my own stuff, some of the steps I took are missing, of course, but it should help you understand what I'm talking about. If you could understand from my actual words that is.


Attachments:
base examples.png
base examples.png [ 11.2 KiB | Viewed 1542 times ]

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Fri Nov 15, 2013 7:07 pm
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Here's my progress:

Image

Very long I know, but this should show all the birds and the bees.

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Sat Nov 16, 2013 12:06 am
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Nah, that's not actually very long, I tend to forget to save my steps/skip some occasionally, otherwise I'd have many more steps then that. Well, first I noticed that you draw all your body shapes separately, which looks like it is causing problems (for example, it looks like you made the waist/hips solely to put on the legs). Second, joints seem to be missing early on. Bent lines are often not enough to make good limbs, so adding joints for the shoulders, elbow, knees, hips, etc should help (your lines aren't even bent most the time). Also, it makes little difference when you draw the body, but, in animation, you should treat the chest and stomach as separate parts.

Really though, joints. Joints should be added in before you ever draw in the shapes. I can't seem to tell were any of the joints are in your sprites, leading to a 'noodle arm/leg effect'. The bigger the sprite the more time, and potentially more steps, you need to make the base look nice. Also I'm not really sure how you got that torso out of that line, but that's not really important.

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My eyes just start a-rollin'


Last edited by Deciton_Reven on Sat Nov 16, 2013 5:13 pm, edited 1 time in total.



Sat Nov 16, 2013 1:33 pm
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Is it safe to say that, judging by the posted workplan, you sprite each limb seperately? I would advise against that, try to get a good overview of the whole picture while sketching.

Something that I see in most of your work, is that you sprite muscles mostly as squares. It makes the body appear very inorganic. Try to use more curved line in your future works, it might help.

Also the last guy you posted has pretty much a cone-shaped body. Especially for muscles men there is a bit of 'bump' near the chest, rather then a perfect cone. I'll leave these two images for you, they might help;
Image
Image

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Sat Nov 16, 2013 4:46 pm
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Thanks for the advice, guys. It seems that my method isn't really that good, so I'm gonna to try something different.

And thank you Steven for the pics.

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Wed Nov 20, 2013 1:01 pm
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Location: Drawing for grades!
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Here's the new method that I'm using. I think that it's effective, but I screwed up since I didn't use any refs.

Image
Compared to the old one.

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Sat Nov 23, 2013 9:39 pm
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Sun Nov 24, 2013 1:04 am
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Location: Drawing for grades!
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Damn! I should have spoilered that. She's gonna blow away the comp.

Now on a serious note, I should keep refs on me at all times until I get the picture, because as you guys can see I seriously got carried away.

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Sun Nov 24, 2013 9:36 pm
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