Desert Elves
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
Yup sounds like a good idea. Also provide a mid-frame if possible, so it looks like he's really moving and not just shape-shifting in between to the poses. :pKaro wrote:Perhaps you should have it stick out to the side, to act as a counter balance the to swinging sword.
In regard with his shoulder looking bad, maybe you can add some grass/desert/.. tiles as a few layers in the GIMP so you can check how it would look in-game. (Enough contrast, semi-transparent pixels etc.)
(If you don't know what I'm talking about I'll be glad to explain)
And IMO you need to rotate his torso slightly, it looks a little bit painful for his lower back right now...
Apart from that, it looks real nice!
- Federalist marshal
- Art Contributor
- Posts: 382
- Joined: December 17th, 2007, 12:02 am
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
My best advice would be to play the motion out yourself and see what your arm does when you do it - it's easier and more intuitive than explaining.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
But, what's the fun in giving comments when their meanings are crystal clearFederalist marshal wrote:I'll do it, but can someone please post an idea of how his arm should stick out? It certainly would help.
just kidding, I was imagining some sort of fencing pose, with the upper arm slightly raised. Thespaceinvader's suggestion brought me to the same conclusion
grtz
- Federalist marshal
- Art Contributor
- Posts: 382
- Joined: December 17th, 2007, 12:02 am
I've made another attack frame to go before the current one, and made a defend frame as well.
Please note that I originally did modify the right arm to swing out a bit, but after adding the frame that precedes it I felt the modification didn't animate very well with the preceding frame so I reverted back to the original stance.
EDIT: Ugh! The frames got distorted again!
Please note that I originally did modify the right arm to swing out a bit, but after adding the frame that precedes it I felt the modification didn't animate very well with the preceding frame so I reverted back to the original stance.
EDIT: Ugh! The frames got distorted again!
- Attachments
-
- DesertFighter-attack.png (3.75 KiB) Viewed 3949 times
-
- DesertFighter-attack-.5.png (3.38 KiB) Viewed 3949 times
-
- DesertFighter-defend.png (3.48 KiB) Viewed 3949 times
You should separate a bit the swordless arm from the body, as already stated, if not only because when you do a slash, your torso rotates slighty (unless its an unit with paralysis on his arm, tought that's not the case here)
I suggest to check other sword wielding units in the game to get the motion right if you desire, because what I'm seeing is an imbalance on the attack with the sword that wouldn't give it enough power, since it looks like the unit is going to launch an uppercut with his right hand.
Or at least try to invert his right forearm from left to right (even if it isn't the proper way to do it), it will make the unit separate the arm from the body that its stated as wrong on our minds (lack of balance) and try to work from there.
As far as what would I try to place the offending arm lowering the hand more near where the leg bends (knee?) since it looks more natural.
Don't have more ideas, tought.
I suggest to check other sword wielding units in the game to get the motion right if you desire, because what I'm seeing is an imbalance on the attack with the sword that wouldn't give it enough power, since it looks like the unit is going to launch an uppercut with his right hand.
Or at least try to invert his right forearm from left to right (even if it isn't the proper way to do it), it will make the unit separate the arm from the body that its stated as wrong on our minds (lack of balance) and try to work from there.
As far as what would I try to place the offending arm lowering the hand more near where the leg bends (knee?) since it looks more natural.
Don't have more ideas, tought.
"Mysteries are revealed in the light of reason."
- Federalist marshal
- Art Contributor
- Posts: 382
- Joined: December 17th, 2007, 12:02 am
- Federalist marshal
- Art Contributor
- Posts: 382
- Joined: December 17th, 2007, 12:02 am
Re: Fighter Sword
I just noticed, this. The fighter (for some reason) has a dark spot in the back of the sword kinda like this: green=sword, dark red=spot
0
00
000
000
000
0000
0000
0000
000
000
000
00
0
000
0
0
0
00
000
000
000
0000
0000
0000
000
000
000
00
0
000
0
0
You should see my staff!
- Federalist marshal
- Art Contributor
- Posts: 382
- Joined: December 17th, 2007, 12:02 am
- Federalist marshal
- Art Contributor
- Posts: 382
- Joined: December 17th, 2007, 12:02 am
Well its a good start but I can't really think of anything to alter (not insisting its complete but rather can't think of any ideas).Federalist marshal wrote:I've completed the first version of the Desert Archer. I didn't put too much effort into making him; it's more of a piece of concept art. Comments, criticism, and ideas will be appreciated.
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
- Location: Oxford, UK
- Contact:
The torso seems a little short to me, and the curves and muscles of the sword-arm are not very well-defined - it looks more like one smooth curve than like an arm with an elbow and a wrist. That aside, this is nicely done. The sword in particular looks good. I like the inverse-curve design.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.