Outsider Art for Bad Moon Rising
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Re: Art for Bad Moon Rising
I've added one more frame that should solve that issue. Thanks.
Timings may still need some tweaking, but I think it looks mostly OK in-game.
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(And, oddly enough, all you need to do to delay the sliding is stick "offset=0" in the desired [frame] blocks.)
Timings may still need some tweaking, but I think it looks mostly OK in-game.
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(And, oddly enough, all you need to do to delay the sliding is stick "offset=0" in the desired [frame] blocks.)
Last edited by doofus-01 on September 27th, 2008, 2:37 pm, edited 1 time in total.
- thespaceinvader
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Re: Art for Bad Moon Rising
One more frame of recovery couldn't hurt, the jump is a little jarring at present. But it looks great. I'd also suggest a motion blur for the striking frame.
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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.
Re: Art for Bad Moon Rising
Thanks, thespaceinvader. I gave it two more frames and a blur (which got cut off here, but the PNG is not).
This is another shot at the main protagonist. The helm & shoulder pads are supposed to be oxidized, that's why they are red and splotchy. It doesn't look very convincing though.
EDIT: Little speculars where the oxide got scraped off, that sounds reasonable. Thanks Girgistian.
Last edited by doofus-01 on September 27th, 2008, 5:32 pm, edited 1 time in total.
- Girgistian
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Re: Art for Bad Moon Rising
Add tiny speculars and maybe darker... dark spots. Not sure if it works, but that's the best solution I can come up with (quickly)
For the dark gods!
Re: Art for Bad Moon Rising
The chakram thrower, throwing chakrams. (I think that's how it's done.)
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Re: Art for Bad Moon Rising
You've done a cut-and-slide animation for the most part. It would look much better if you had her twisting her upper body and hips into the throw. It would look more powerful.
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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.
Re: Art for Bad Moon Rising
Yes, there is "cut and slide" in the legs and the frame where it leaves her hand.
I don't really know how the chakrams are thrown. It seems there are many ways, and with 60 views and no one saying "that's not how it's done", I guess this way close enough.
I don't really know how the chakrams are thrown. It seems there are many ways, and with 60 views and no one saying "that's not how it's done", I guess this way close enough.
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Re: Art for Bad Moon Rising
The action itself (spinning on the finger above the head) looks plausible. However, act the movement through yourself. you'll find you follow through with your shoulders - it's next to impossible to only use your arm in the way she is. It's all about the fact that when one body part move, they all move.
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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.
Re: Art for Bad Moon Rising
That's the problem, not so sure what it is.thespaceinvader wrote:However, act the movement through yourself
But our brief chat has made me dwell on it more, and I am more confident about it now. The chakram is an airfoil, not a ballistic, so it's easy to get long range but wild movements hurt accuracy. I'll clean it up some, but I think it's roughly correct.
(By the way, if you google "chakram throwing", wesnoth forums is the third site on the first page. I feel so proud...)
Re: Art for Bad Moon Rising
(New post because this has nothing to do with chakrams.)
Flying figure. Attack animation will be difficult, so I started with movement animation.
Flying figure. Attack animation will be difficult, so I started with movement animation.
Re: Art for Bad Moon Rising
This is another hero/co-protagonist. I think it's OK, but I often think that even if it isn't true. If anyone sees a problem, please let me know. Thanks.
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(Yes, I recycled a previous portrait but I'm not using that one.)
----------image removed----------------
(Yes, I recycled a previous portrait but I'm not using that one.)
Last edited by doofus-01 on October 9th, 2008, 1:34 pm, edited 1 time in total.
- Girgistian
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Re: Art for Bad Moon Rising
Huge thighs and short arms (or maybe an exceptionally long torso), once again. If you shortened the stomach a little and shrunk the thighs and the hips it'll probably look okay. I'd suggest adding some folds to the pants as well, and if you feel like it, more depth to the left hand's fingers, but I don't think it's crucial. You've also put the hair-line very low - if there was no bandanna, the forehead would probably look quite short.
And not 100% sure about this, but the leather covering the left arm seems kinda narrow for protection. Also, the bow isn't straight compared to the string.
And not 100% sure about this, but the leather covering the left arm seems kinda narrow for protection. Also, the bow isn't straight compared to the string.
For the dark gods!
Re: Art for Bad Moon Rising
Good catch on the hairline and bow. I'd attempted to get the bow out of the screen plane, but didn't follow through with the hand & grip (and it still isn't quite right).
I was surprised you thought the arms were too short, maybe her belt was too low? This is the third and final co-protagonist. Assuming he's OK, there's an old man and an evil magician to do, then all the major parts are filled.
I was surprised you thought the arms were too short, maybe her belt was too low? This is the third and final co-protagonist. Assuming he's OK, there's an old man and an evil magician to do, then all the major parts are filled.
Re: Art for Bad Moon Rising
Tried something different with the lighting.
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Last edited by doofus-01 on October 9th, 2008, 1:34 pm, edited 1 time in total.
Re: Art for Bad Moon Rising
Cool, that differentiates it from the other portraits and gives it individual character, a bit dynamic for a normal talking portrait but...