Tried 5 different ways to do the hands and feet, ended up with this, and said you know what, fuck it.At the very least I can now do this w/o feeling ashamed of myself:@Bastard Mami: come see your old request finally finished in some French Bread style.
The sprite isn't bad at all, Hatter. There are some details but since I don't know crud about the style, I can't tell you much. I tried to improve her face (well, head) by studying the style for a bit. I hope you don't mind and you (and [E]) also like it Comparison:Spoiler, click to toggle visibilty
And with that, my debt to you is now complete.Damn Greek anatomy killin' me here.The only accomplishment achieved here is that now I'm starting to actually understand the logic of rendering. Maybe lighting too. It's not the best, but I can tell you with a lot of confidence its far better than the shit I did w/o a tablet (like, a year or 2 ago).I realized that I messed up on the lighting of the bottom, but I'll just pay more attention next time.You're probably gonna see like 10 more of these rendering/lighting practices before I move onto something else. And just watch how the quality will change with each one.
I feel like the lighting could look softer in that picture you made. Right now, I was put under the impression that the jar had a flat surface due to the minimal affection that the brightening is having in the middle. Everything else looks about right.
Thank you, thank you. You will love the finished product more.So I promised to show a small sprite at one point. Here it is. It's the youtuber, Lixian, in the outfit of his GTA V avatar.I actually had no idea what I was going for, the only thing I know I wanted to do was exaggerate shit, like his head, because I kinda like the super deformed style in small sprites for some odd reason. So yeah, next season, expect small sprites to be added to my repetoire.EDIT: made my own edit that takes from the last version and likiji's edit, with other minor edits too).I haven't given up on the digital art thing at all, I'm still working on it. I'm learning new concepts everyday, and I'm trying to apply them. I've already gotten some blocks out of the way, and I need to bring down a lot more, but soon, very soon, you'll see everything. In the form of oldest to newest, starting with dat vase.
Honestly, I prefer the original face.Unless of course he's meant to look like he's eyeing the booty, in which case, it's much better.
Instead of repeating myself about something I'll just quote what I said before for the arm movement:AlexSin said, November 10, 2016, 06:07:43 pmtry to redraw the frame when he stretches his arm [...], sometimes that method is useful for sub-pixel animation.you moved it to the right (or left) without changing the other muscles' lines.(consider this as new feedback, not as something you missed)The back muscles shading is correct now, glad to see you fixed it. I've got a question, no SF3 shading? He's missing that shine shade on his skin.
I believe it's for Froz's version of CVS Urien since is for that same guy his comission. So, this explain his less colors than the SF3 counterpart.
AlexSin said, November 27, 2016, 02:37:42 amI've got a question, no SF3 shading? He's missing that shine shade on his skin.Look at Froz's Urien.AlexSin said, November 27, 2016, 02:37:42 amyou moved it to the right (or left) without changing the other muscles' lines.(consider this as new feedback, not as something you missed)IDGI. Yeah I moved it to the viewer's right, but what do you mean without changing the other muscles lines? The back muscles, the ones on his forearm on the outstretched arm.... what?And what's inherently wrong with what I did? One of Akuma's punches had a similar effect in SF3 (which is what I based this off of), so explain.I'm not trying to be an asshole here, but you need to elaborate more. Just ignore this and read below...EDIT: Okay wait wait, let me ask this.Are you saying that after the little bit of stretching, the arm on the frame after it should look different than the predecessor?
Hatter said, November 27, 2016, 02:52:13 amAlexSin said, November 27, 2016, 02:37:42 amyou moved it to the right (or left) without changing the other muscles' lines.(consider this as new feedback, not as something you missed)IDGI. Yeah I moved it to the viewer's right, but what do you mean without changing the other muscles lines? The back muscles, the ones on his forearm on the outstretched arm.... what?What is there to ask "what"? The back muscles weren't part of that critique. Read my post, it's a new paragraph. It was even separated.Based it on Akuma's s.SP? Not the best example you used, but whatever. I always felt like that was a bit rushed although the movement didn't start from the elbow (like in your animation), but from the torso/shoulder, so it's excusable: The "other muscles' lines" was intended on the same arm, I didn't say "redraw the frame completely from 0 again".. I did? Well, I didn't mean that, I should have edited my post. In this case I meant just the arm could be redrawn in those frames. Come on, read between the lines. (sorry, it was my fault)I had something like this in mind: (ignore the blur frame)Ryu's a.SP. Notice how the arm stretches and return to its original length without being shifted left or right a pixel or two? Of course I wouldn't like it to be applied to the same extent, just enough for the motion. If you don't care about doing it, leave it at that.Hatter said, November 27, 2016, 02:52:13 amJust ignore this and read below...Too late, I already posted, but yeah, the answer is written above and that's what I meant. Not too different, just enough to make the transition from one frame to the other smooth and consistent, like the style requires.
Well to be fair, I only learned about this because Rolento mentioned it once on IRWT, with Akuma's s.SP as the example used. But fair enough.Thanks. I'll give it a look.Spoiler, click to toggle visibiltyQuoteCome on, read between the lines.