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I have decided to pick up the scraps of the long forgotten Bardock Z2 project and try to create a full fledged character, using Balthazar's wonderful sprite as a base. I am a beginner to intermediate spriter and am hoping to improve my skills, I hope this endeavor will turn out fruitful!
(http://i.imgur.com/CS2A018.gif)
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Best of luck. Lets see how it goes.
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Thank you, do you think he should be a very aggressive character, or focus on grabs? Either way, he will probably be the most physical out of the Z2 lot.
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focus on animating your basics for now, if you get through them I can give you a hand later down the line defining those.
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focus on animating your basics for now, if you get through them I can give you a hand later down the line defining those.
ok, just am a bit anxious, I been working on this for a bit but I was too scared to release anything. As for spriting, can do!
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Medium Punch:
(http://i.imgur.com/AMQnj73.gif)
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This is lookin good!
Cant wait to see more :D
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I have decided to pick up the scraps of the long forgotten Bardock Z2 project and try to create a full fledged character, using Balthazar's wonderful sprite as a base. I am a beginner to intermediate spriter and am hoping to improve my skills, I hope this endeavor will turn out fruitful!
(http://i.imgur.com/6zMjh3R.gif)
I think you should try to animate the legs more. Like make them bounce up and down as he does. They look pretty static imo
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wow that's such amazing keeping up :P the sprite looking good
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Just saying, but I don't get why the shading on his legs shift so much when his legs are staying completely still.
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Edited the stance, any suggestions for edits?
(http://i.imgur.com/TdfZEmb.gif)
The leg shading shouldn't move that much
Example
(http://i1066.photobucket.com/albums/u402/GodofDeath94/VegetaZ2.gif~original)
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I will take that into consideration, thank you
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Final (possibly) Edit for stance
(http://i.imgur.com/CS2A018.gif)
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not bad, the shading is really jumpy on the viewers left leg
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not bad, the shading is really jumpy on the viewers left leg
Any ideas to make it less jumpy? and do you mean the front facing or side facing leg?
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I think the main problem is the way you're trying to animate a subtle movement. The whole movement of the legs is unnecessary and the result is that, even if TECHNICALLY you did a great job, the animation looks unnatural and shaky.
The problems occur because you try to move every pixel of every frame.
If you observe the transition between the third and the fourth frame you'll get what i mean. The fourth frame should just stabilize the motion and adjust the inertia of the body. It should be the frame where the whole body "stops" for a second to regain an upward acceleration. Both legs move way too much and you can see it just by looking at their outlines. Does this make more sense?
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I think the main problem is the way you're trying to animate a subtle movement. The whole movement of the legs is unnecessary and the result is that, even if TECHNICALLY you did a great job, the animation looks unnatural and shaky.
The problems occur because you try to move every pixel of every frame.
If you observe the transition between the third and the fourth frame you'll get what i mean. The fourth frame should just stabilize the motion and adjust the inertia of the body. It should be the frame where the whole body "stops" for a second to regain an upward acceleration. Both legs move way too much and you can see it just by looking at their outlines. Does this make more sense?
I see what you mean, and initially had a lot more frames but thought it was too slow, I will get back to the stance once I finish the light punch
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Here is zero de armentis's edit:
(http://i.imgur.com/08It3SP.gif)
Mine for comaprison:
(http://i.imgur.com/CS2A018.gif)
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Why don't you combine both stances together? Use Zero's arm animations and thigh plate animations on your animation?
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Zero's edit looks good. The face could still use some work and the hair needs some animation.
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I actually think zero's is a bit worse. In trying to move every part of the body without actually drawing new frames the overall motion got lost.
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The animation is questionable but the sprite itself is an improvement in most areas.
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I took everyone's suggestions and made this :
(http://i.imgur.com/KWrobE9.gif)
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Wow, the animation looks greatly improved :D
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That's impressive. I hope you continue to work hard & improve, over time.
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Last fixes:
- pay attention to the length of his cuff/wristband (sorry i don't know the actual name) on the left arm
- the movement of the crotch is extremely jumpy, it should go along the movement of the torso
- the face and his right hand could really use some tweaking
Other than that GREAT JOB!
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make sure not to make the hair too jittery as well. nice job so far, I really hope this takes off
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You might have already seen this in the last Bardock thread from 2 years ago (holy shit!) but this base of a kick animation is still up for grabs if you want it.
(http://i.imgur.com/0HZqvnF.gif)
(http://i.imgur.com/uP2demB.png)
It's not perfect but it's a start :)
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You might have already seen this in the last Bardock thread from 2 years ago (holy shit!) but this base of a kick animation is still up for grabs if you want it.
(http://i.imgur.com/0HZqvnF.gif)
(http://i.imgur.com/uP2demB.png)
It's not perfect but it's a start :)
Thank you very much, this will sure save some time! this could perhaps be a far sp. k
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Okay, speak now or forever hold your peace:
(http://i.imgur.com/OIwcnTj.gif)
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Viewer's left hand is moving all wrong. It moves outwards, when inertia says it should move down.
Red band on the forearm on Viewer's Right arm twitches weirdly near the elbow in 1 frame, losing its outline.
Bardock's left leg becomes 1 pixel slimmer around the thigh near the crotch in the last frame where he's squatting the most.
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I am reaching my wit's end with this, but I must make it perfect!
(http://i.imgur.com/eurflpG.gif)
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I am reaching my wit's end with this, but I must make it perfect!
(http://i.imgur.com/eurflpG.gif)
The left hand jitters, but other than that its perfect
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I am reaching my wit's end with this, but I must make it perfect!
(http://i.imgur.com/eurflpG.gif)
The left hand jitters, but other than that its perfect
(http://i.imgur.com/lUdL4X8.gif)
Better?
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I fixed it up a bit for you, my edit is on the right:
(http://i.imgur.com/lUdL4X8.gif) -> (https://33.media.tumblr.com/70bb6978123985cecad3af5d7d866dad/tumblr_nxh4q9d1EG1ut4tduo1_r1_100.gif)
Look at the difference between yours and mine, and try to learn from it. Reference other video games for animations; The Z2 team does that in addition to creating custom animations, they look at pre-existing animations and reference it/use it for cross comparison, blah blah blah.
There is an article about Darkstalkers and the Twelve Principles of Animation, read it if you can. Also, if you don't have it, Photoshop CS2 is free and can be of use, for the layering capabilities. Lasso tool/transparency of layers are your friends when you want to make frames.
Since the Z2 style rips off takes inspiration from CvS/CPS3 (Street Fighter 3/JJBA/Red Earth)/CPS2 (Street Fighter Alpha/Marvel vs. Capcom), I suggest you look at their pre-existing animations as references.
You did a good job though, even I couldn't pull that off the first time I started spriting. :)
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I think someone is using your stuff without credit >_>
http://mugenguild.com/forum/topics/bardock-z2-unofficial-p-170398.0.html
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wasnt this an old project? It might just be someone else picking up the same abandoned project.
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Well, I hope that's all it is, because I don't wanna see this guy's work/sprites/animations being stolen without his consent/permission.
EDIT: the guy edited his post.
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Stance is looking great now.
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Stance is looking great now.
I hope from there he can move onto to other things, and make them with relative ease. :)
I also forgot to put this, but try to organize your project in Phases, like this:
I think its crucially important that his entire concept is together, before doing anything Sprite wise.
I usually list everything out, as so:
Idle
Idle turning
Idle to crouch
Crouch idle
Crouch turning
Crouch to idle
Jump up
Jump forward
Jump backward
Jump backwards
Jump forward dash
Jump backwards dash
Jump landing
Walk forward
Run forward
Walk backwards
Get hit (Idle)
Get hit (Crouch idle)
Get hit (Air)
spinning (Z2 animation)
Back breaker (Z2 animation)
Flipping (Z2 animation)
Running grip (Z2 animation)
Shocking
Midnight Bliss
Monkey transformation
Falling
ground bounce
Laying down
Getting up
Intro
win pose
Time over
Taunt
Idle weak punch
Idle medium punch
Idle strong punch
Idle close range punch
Idle weak kick
Idle medium kick
Idle strong kick
Idle close range kick
Idle crouch weak punch
Idle crouch medium punch
Idle crouch strong punch
Idle crouch weak kick
Idle crouch medium kick
Idle crouch strong kick
Running punch
Running kick
Air weak punch
Air medium punch
Air strong punch
Air weak kick
Air medium kick
Air strong kick
You get the idea. I hope this helps..! :)
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I fixed it up a bit for you, my edit is on the right:
(http://i.imgur.com/lUdL4X8.gif) -> (https://33.media.tumblr.com/70bb6978123985cecad3af5d7d866dad/tumblr_nxh4q9d1EG1ut4tduo1_r1_100.gif)
Look at the difference between yours and mine, and try to learn from it. Reference other video games for animations; The Z2 team does that in addition to creating custom animations, they look at pre-existing animations and reference it/use it for cross comparison, blah blah blah.
There is an article about Darkstalkers and the Twelve Principles of Animation, read it if you can. Also, if you don't have it, Photoshop CS2 is free and can be of use, for the layering capabilities. Lasso tool/transparency of layers are your friends when you want to make frames.
Since the Z2 style rips off takes inspiration from CvS/CPS3 (Street Fighter 3/JJBA/Red Earth)/CPS2 (Street Fighter Alpha/Marvel vs. Capcom), I suggest you look at their pre-existing animations as references.
You did a good job though, even I couldn't pull that off the first time I started spriting. :)
Thank you very much, and yes I briefly over viewed that 12 principles of animation before, though I should brush up on it. As for animation bases, for my medium punch and light punch (currently WIP) I used previous Z2 sprites ( Vegeta's legs and Goku's hair and arms) for the motion, though I could defiantly use some practice
Edit: Stance is looking great now.
I hope from there he can move onto to other things, and make them with relative ease. :)
I also forgot to put this, but try to organize your project in Phases, like this:
I think its crucially important that his entire concept is together, before doing anything Sprite wise.
I usually list everything out, as so:
Idle
Idle turning
Idle to crouch
Crouch idle
Crouch turning
Crouch to idle
Jump up
Jump forward
Jump backward
Jump backwards
Jump forward dash
Jump backwards dash
Jump landing
Walk forward
Run forward
Walk backwards
Get hit (Idle)
Get hit (Crouch idle)
Get hit (Air)
spinning (Z2 animation)
Back breaker (Z2 animation)
Flipping (Z2 animation)
Running grip (Z2 animation)
Shocking
Midnight Bliss
Monkey transformation
Falling
ground bounce
Laying down
Getting up
Intro
win pose
Time over
Taunt
Idle weak punch
Idle medium punch
Idle strong punch
Idle close range punch
Idle weak kick
Idle medium kick
Idle strong kick
Idle close range kick
Idle crouch weak punch
Idle crouch medium punch
Idle crouch strong punch
Idle crouch weak kick
Idle crouch medium kick
Idle crouch strong kick
Running punch
Running kick
Air weak punch
Air medium punch
Air strong punch
Air weak kick
Air medium kick
Air strong kick
You get the idea. I hope this helps..! :)
Christ, you are just the biggest help for me, I can't thank you enough. Lists are like my fetish, so this helps me organize a schedule for doing this, again thank you
And all of you, thank you, defiantly one of the better communities of people I have had the pleasure to come across, I really appreciate all of your help and words.
Mod edit: Pretty much what Hatter said. Just be careful next time when posting.
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I'm glad you appreciate the help man. :)
Just gonna give you a heads up for future instances, but double/triple posting isn't usually something you should do on a forum, remember to quote/modify your post when you want to make changes to your posts, as it usually saves you the trouble of double/triple posting, mate. ;)
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it is great to see this project active again ... I started Bardock long ago, but unfortunately I lost all my progress and I'm going to start all over after my project Biohazard, but the yield willingly :)
ps: you're doing a great job with these animations ;)
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Want me to try to add shading on that kick for you? The one form the old thread? Also the stance looks great!
EDIT: Oh so is that what happened?
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Sorry I have been gone for a bit, I have been quite sick so I am still recovering, while I appreciate the help GOD, I'd prefer to do this on my own. This is to hone my skills as a spriter.
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Sorry I have been gone for a bit, I have been quite sick so I am still recovering,
Get well soon, mate. :)
On another note,
while I appreciate the help GOD, I'd prefer to do this on my own. This is to hone my skills as a spriter.
Good on you, man. I love the drive you have for this project (this reminds of when I started my own edit project. :D). With enough perseverance and practice, you'll get there.
Once you get enough anims, maybe Team Z2 will back your endeavor!! Who knows, all you got to do is plow forward! ^_^
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Sorry I have been gone for a bit, I have been quite sick so I am still recovering, while I appreciate the help GOD, I'd prefer to do this on my own. This is to hone my skills as a spriter.
Well what Zaitsu said, hope you get better, also okay. I understand.
Your bardock is looking good.
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Update!
- I'm not dead
- Bardock is getting work done, just some boring stuff like turning
If you want me to post the turning sprites just ask, it would be great to see what people think.
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please do, i would like to see what you have done
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If you want me to post the turning sprites just ask, it would be great to see what people think.
Post them! its great to get feedback so it can turn out even better!
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Alright! here it is:
(http://i.imgur.com/i5mUV94.gif)
There needs to be some tweaking to the speed, but I don't really know the specifics of turning sprites, so tell me what you think.
EDIT: also new palette
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it needs to be a bit faster than that, it should take only one or 2 ticks
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Are the sprites themselves alright? this is kind of a rough draft tbh, so any
nitpicks issues you have, please tell me.
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actually, yeah, those are pretty good! nice work!
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Whoooaaaa, his leg gets seriously detailed in the main frame.
To me... the animation looks a bit disjointed. It just doesn't look like he hits the right pose in transition. If you focus on his left leg (viewer right) it looks like his knee is buckling. The middle frame has him facing further than left than the final frame does.
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Whoooaaaa, his leg gets seriously detailed in the main frame.
To me... the animation looks a bit disjointed. It just doesn't look like he hits the right pose in transition. If you focus on his left leg (viewer right) it looks like his knee is buckling. The middle frame has him facing further than left than the final frame does.
any ideas on a revised turning pose? or do I just need to tweak this one?
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Well, I mean... the main frame, the one with the highly detailed leg... it just, to me, seems completely out place. To me, it looks like the first frame in a punching animation, because he's actually turning further than he is in his neutral stance. His positioning should be more facing toward the viewer, since he's supposed to be rotating. It's also worth noting that the green leg pads are placed improperly based on how his body is twisting.
It's a bit difficult to put in words, so perhaps this will help
(https://www.mathsisfun.com/geometry/images/degrees-360.gif)
His neutral frame (facing right), is about at 330°, assuming the viewer is at 270°.
The animation turning right to left, should go (not including softening frames):
330°>300°>240°>210°
In this instance, frame 3 is a mirror of frame 2 and frame 4 is a mirror of frame 1.
Right now, he's doing something more like this:
330°>180°>210°
There's only 3 degrees because you didn't mirror your middle frame in your animation, otherwise it would look like this:
330°>360°>180°>210°
Hopefully that makes sense. I've been up for over 24 hours and I've been drinking... so I did my best to convey the idea.
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Alright, now with finals over work on Bardock can continue!
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Sweet, nice beginning turning sprite, although what you might want to do is just make it that way you draw a sprite of him facing the screen, like what Balthazar did with goku.
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Do you guys think I should use the Z2 sprites as bases than edit or completely from scratch? I feel like I'm not up to snuff if I keep reusing sprites and editing them a little.
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I'd say both scratch for attacks and movement and base for stuff like kaioken back break and Chou Kamehameha finish, etc.
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That's a reasonable way to put it, since Gohan was also sort of made in the same way. A great bunch of his animations were scratch made, yet part of them were edited from Goku. It works well for them, since they're all family and share alike physique.
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My answer is, *FAKE DRUM ROLL*, Use Gohan, vegeta, and Goku sprites for references, and sometimes bases, Why Vegeta? Well, where did vegeta learn to fight? Planet Vegeta to a certain extent, as did Bardock. So I would look at vegeta's sprites every now and then, but mostly stick to looking at Goku's and Gohans, because of the reason above, if your going to use references.
Also, I would just watch Bardock: Father of Goku, look for some moves, and look for any Z2 sprites with moves similar too the moves Bardock uses.
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Bardock from my perspective, is a very physical fighter, i think most of his attacks should be rushes and combo starters/end(ers?) lots of elbows and knees. He's basically all about hurting you, badly. so it would make sense to make his attacks.. very painful looking. Kind of life broly. smashing faces into the ground etc.. In the movie special episode of bardock, he goes Super Saiyan, grabs this Chilled guy, and his "throw" (as it would be in the game for example) was basically him repeatedly smashing Chilled in the ground..
The best video source for him fighting i would say is that fight against Chilled as a Super Saiyan. it could easily be found on youtube, or a decent anime site
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New animation I'm making, let's say there will be *ahem* Riots
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Bardock is about to change the future
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(http://i.imgur.com/3YnPPDw.png)
Want to change this keyframe before finalization, thoughts?
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(http://i.imgur.com/3YnPPDw.png)
Want to change this keyframe before finalization, thoughts?
fix up a few things for you, also the fingers need a little work
(http://i.imgur.com/W38u4bk.png)
(i made stomach 1 pixel smaller and added a bit of shading to the to the viewers right arm... thing)
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Right (viewer) hand is unreadable, from my current P.O.V it looks a bit like a blob. Here's a good method of drawing pixellated fists/hands I learned from balmsold: use the lasso tool to make a square-ish fist-like shape, and fill it with any random color. Then take an even darker color and start making the outlines for fingers. Try to look at CvS2 sprites and see how the artists made hands readable, then apply it to Bardock's right (viewer) hand.
Also some parts of the body, e.g. left (viewer) palm, right (viewer) biceps and shoulder look square. And on the topic of right (viewer) bicep, you need to lower its height, biceps aren't that big.
Great work overall, lets see where you go from here. ;)
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Right (viewer) hand is unreadable, from my current P.O.V it looks a bit like a blob.
I don't know, it is readable.
Maybe with this doodle you can understand it better:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/W38u4bk.png)
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I think its because I'm seeing it from my Galaxy Tab. Yeah, the doodle helped, many thanks, mate. :)
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Overall good job, saying that the sprite isn't finished!
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I would like to apologize for not posting this earlier. The project has been somewhat postponed. I guess doing all that sprite work must of really messed up my shoulder as I can't sprite for more than 10 minutes without it feeling like someone stabbed me in my shoulder blade. However, a friend is lending me a graphics tablet over the weekend and I am going to try it out, if things go smoothly, I will try to get one for myself and spriting will resume. If not, I am not too sure what to do. Stay tuned as this weekend could see more Bardock progress!
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Okay sweet, cool to have an update. Hope your shoulder gets better!
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Ok, so that whole tablet thing ended up taking up more time than expected however, this is what I have to show for it! (this is the Char select portrait btw)
(http://i.imgur.com/ZnIKGLa.png)
Borderless:
Spoiler, click to toggle visibilty
(http://i.imgur.com/S9oE2Ka.png)
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Looks good but the viewers left arm looks a little weird, his crotch area is too squared and he should be the same height as goku, heres an example for you (im guessing your basing this portrait on the HDBZ portraits)
(http://i.imgur.com/ZQAeMvx.png)
but the pose screams Bardock and i love that!
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Hope you don't mind, but I played around with it:
(http://i.imgur.com/Jug1tj1.png)
In your rendition, Bardock is much taller than Goku, when he shouldn't be (or at least that's what I read here (http://dragonball.wikia.com/wiki/Future_Bardock), even if his name is Future Bardock). If Goku is 5'9" and in that page, Bardy is 5'10", he should only be taller than Goku by a sinch.
I'm no master at anatomy, but since I'm reading it as well (only got past the 1st chapter, been meaning to read it for a while >_<), I say give Figure Drawing for All It's Worth by Andrew Loomis an in-depth read. It could help you in future instances.
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Hope you don't mind, but I played around with it:
(http://i.imgur.com/Jug1tj1.png)
In your rendition, Bardock is much taller than Goku, when he shouldn't be (or at least that's what I read here (http://dragonball.wikia.com/wiki/Future_Bardock), even if his name is Future Bardock). If Goku is 5'9" and in that page, Bardy is 5'10", he should only be taller than Goku by a sinch.
I'm no master at anatomy, but since I'm reading it as well (only got past the 1st chapter, been meaning to read it for a while >_<), I say give Figure Drawing for All It's Worth by Andrew Loomis an in-depth read. It could help you in future instances.
Will get to that, and thank you for fixing the feet is was dumbfounded on how to fix those
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(http://i.imgur.com/yOscKgA.png)
some shading plus a revised body, thoughts?
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pretty good but the hair shading isnt the best so i fixed it
(http://i.imgur.com/ZRUJ8HG.png)
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Did you use Goku's hair for that? looks very similar, also off palette
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Did you use Goku's hair for that? looks very similar
I used it as a reference, mainly cause their hair is the exact same
also off palette
Well there was only three colours that looked very similar to each other so i didnt have that much to work with
also speaking of colours i did a little update to your palette
(http://i.imgur.com/TQqOcva.png)
the main reason why almost every colour segement has 5 colours is becuase that's how its done in all of the HDBZ portraits, for example goku's HDBZ portrait palette
(http://i.imgur.com/oc9Kcp6.png)
also when you do the tail use this as reference
Spoiler, click to toggle visibilty
(http://vignette2.wikia.nocookie.net/mcleodgaming/images/f/fe/DK_main.png/revision/latest?cb=20130927131959)
I hope this helps you out with the portrait :neutral:
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(http://i.imgur.com/ePNyeY4.png)
Thoughts?
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From a first glance:
-The hair looks bad, I'm sure that Goku's HDBZ port didn't have that much dithering.
-Leg muscles, those red leg guards and his tail look flat as well.
- I don't see any anti-aliasing at all, at least on the legs that is.
Face looks really accurate, and arms and hand guards are not too bad.
The HDBZ Goku port would make a great reference, give it a in-depth good look.
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likiji did the hair, so i'm not too sure how to fix it, are the shoes ok? the look off to me. I'll look into everything else though
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I've kinda changed my mind on my philosophy on making him. I think it would be a neat idea if somewhat amateur spriters all worked together and helped each other out to make this. I think I was too ambitious to start right away with trying a full sprite sheet. I think if I found enough dedicated people, we could make this work.
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I've kinda changed my mind on my philosophy on making him. I think it would be a neat idea if somewhat amateur spriters all worked together and helped each other out to make this. I think I was too ambitious to start right away with trying a full sprite sheet. I think if I found enough dedicated people, we could make this work.
im sorry but this really sounds far-fetched and is even more ambitious than starting a full sheet this early, considering all the different methods, timezones, styles most artists employ at this forum this sounds like an idea that won't be completed at all anytime soon, not to mention for free either.
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I've kinda changed my mind on my philosophy on making him. I think it would be a neat idea if somewhat amateur spriters all worked together and helped each other out to make this. I think I was too ambitious to start right away with trying a full sprite sheet. I think if I found enough dedicated people, we could make this work.
im sorry but this really sounds far-fetched and is even more ambitious than starting a full sheet this early, considering all the different methods, timezones, styles most artists employ at this forum this sounds like an idea that won't be completed at all anytime soon, not to mention for free either.
What I meant was that if someone offered to color something or do some edits I'd let them. I originally turned down those offers but I have changed my mind.
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(http://i.imgur.com/c4OxHez.png)
New and Improved! Tell me what you think.
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Honestly, the legs look worse. It's way too overdetailed now.
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I what way would I make it better? really all i did was look at vegeta and freeza legs and use those as a base.
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(http://i.imgur.com/nxnoB7n.png)
I think they way I'm importing it makes everything look darker than it is, everything is much brighter when I look at it through photoshop.
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like roach said, youre adding way too much detail with no regards as to how the lighting works at all, your lightsource is all over the place. theres also way too much banding
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So should I use the old legs? What are problem areas for the light source? The source is above right?
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Hello, I'm back... again. progress has been slow I know, but here's something:
(http://i.imgur.com/0KfTaEk.png) I'm redoing LP, new frames and such.
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Hey I finished cleaning up the frames I have, I should add more shouldn't I?
Spoiler: Old (click to see content)
(http://i.imgur.com/AMQnj73.gif)
Spoiler: New (click to see content)
(http://i.imgur.com/jmG4BHa.gif)
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Oh yeah. The way the leg pad just jolts over to the other leg is extremely jarring.
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Before worrying about the number of frames, you should fix the mistakes that are present in the animation; adding in between frames will be easier then.
The second frame is kind of okay:
- he should hunch more,
- the shading on his right leg (viewer's left) changes for no reason,
- his torso becomes slimmer,
- his left red ankle guards (viewer's right) has a very dark fold and doesn't look like in the first frame.
the third and fourth frames have a lot of problems:
- his torso turns completely, while the lower body remains mostly the same; he breaks his body doing that punch;
- the left leg (viewer's right) doesn't change at all;
- for some reason, his right leg (viewer's left) still has the wrong light source, but his red ankle guards have it fixed; the light should come from above (mainly) but you don't respect that.
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The leg guard isn't even actually supposed to move all that much if I recall. It kinda stays in place in every animation I've ever seen of Bardock. Plus even if it did move. It would follow the movement of his legs moreso than his torso.
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is there a posibility to you use the Goku Z2 as base?...
The sprites looks great but there i somthing about the legs, face and armour that doesnt looks good...Maybe the face most be more long, looks too rounded...
Sorry for my english...
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Alright, I will get to work on all those issues. @dragolink1 I used Vegeta for the legs and arms and Goku for the face.
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- his torso turns completely, while the lower body remains mostly the same; he breaks his body doing that punch;
How would I go about fixing that, I still want him to punch with that fist.
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Here is a quick fix, if something needs fixing tell me.
(http://i.imgur.com/sgVSG27.gif)
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Getting better. You're in the right way!
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T
Getting better. You're in the right way!
Thanks, I'll get to adding frames ASAP.
P.S I'm eally excited for that Online HDBZ tourney happening!
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Cool stuff man!
One thing i'll say tho, that punch is using smear awkwardly (it may be the timing but i still feel it worth mentioning) typically smear is used for punches extending out, for example, see Makoto from SF3
(https://pbs.twimg.com/media/B34rUUKCEAE8zGw.jpg:large)
She uses smear when doing an action, little if ever using it to return to idle. I'd recommend using the smear frame for the punch, then have a frame or two of the punch hanging, then frames for him returning to idle. Merely a suggestion dud,e you're doing great!
PS: The smears presented are used for Makotos DP motion punch attack (forgot the name lol), and her forward throw
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Thanks man, I'm going to start working on this soon enough, I'll look into it.
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Hey I started working on this again. I was told of a database that has palette references, but for the life of me I can't find it. Anyone know where it is?
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I haven't heard of a pallete database. Sounds interesting
Personally i'd download the latest build of Hyper DBZ, that should be good enough
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Oh well, its not that important, I'd to just like to do an anime accurate palette that's all.
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(http://orig11.deviantart.net/6594/f/2016/269/9/d/new_by_yoshin222-daiywf0.gif)
Still needs work but it looks promising
(http://orig06.deviantart.net/ae25/f/2016/269/c/1/nepal_by_yoshin222-daiywg4.png)
A possible new pallete if ya like
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(http://orig11.deviantart.net/6594/f/2016/269/9/d/new_by_yoshin222-daiywf0.gif)
Still needs work but it looks promising
(http://orig06.deviantart.net/ae25/f/2016/269/c/1/nepal_by_yoshin222-daiywg4.png)
A possible new pallete if ya like
Pretty cool pallete! though the pants and armor are a navy blue, that's what I meant by an accurate pallete.
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Ah gotcha. I am an on again off again fan of DBZ so sorry for the inaccuracy XD
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... I hate to be the guy to say this, but it hasn't improved at all.
Light source is all over the place on the leg, leg movement looks erratic (when landing the punch, the leg shifts position unnaturally), and there are proportion/animation inconsistencies. One part of Bardock's armor disappears, he becomes skinny when he lands his punch (that shouldn't happen at all), and hair feels kind of stiff when the animation goes.
Here's something I whipped up quickly (it's not perfect I know, twas really quick):
(http://imgur.com/lhy71qs.gif)
Notice how it all goes a bit smoothly now? And with more refinement, it can be professional looking, Z2 quality.
I have the following to suggest for you: take a break from this project, a small one, and just practice the concepts associated with it: lighting, outlining, animation (This article (http://art-eater.com/2010/07/test-1-darkstalkers/) and this video (https://www.youtube.com/watch?v=Mw0h9WmBlsw) are great), coloring, etc. For your sake, let's say you are only interested in Z2 spriting. Which is totally fine. Do the above, but with the Z2 style in mind. See how Balthazar handles lighting on his sprites, see how he handles outlining and anatomy, and see how he handles animation. Look up all the sprites from his Z2 project threads, save em, and study them.
Practice doing Z2 sprites on easy subjects, then move onto harder ones. Make sure you can at least do those things (single sprites speaking) before moving on to animation. Once in animation, study how change occurs. By this, I mean literally go through Balthazar's sprites and see how an animation was handled. Look through HQ and Barker's animations and see how something changed from one frame to the other, all the while keeping the 12 principles of animation in mind (and see how those apply as well!).
Another thing, well these:
Some behind the scenes stuff to show part of the sprite creating process.
Click Spoiler :)
Spoiler, click to toggle visibilty
As you all know, we do take inspiration from several sources. In this case, the DB GT: Final Bout PS1 game intro.
1. The Intro:
[youtube]https://www.youtube.com/watch?v=2Df-pYkKxQg[/youtube]
2. A gif is made from the youtube video of the intro:
(http://i.imgur.com/5zcwLiE.gif)
3. The size is adjusted to a sprite and part of the face motion gets taken over from the last shots of the intro
(http://i.imgur.com/ZJJSDQp.gif)
4. I traced the movement and then adjusted the proportions to a finished sprite of Buu (in this case the stance). Also some edits were made to make the animation work, a frame or two added too.
(http://i.imgur.com/86zEc9J.gif)
5. Barker took over from here and currently works on the Intro/ Winning Pose.
(http://i58.tinypic.com/9pq887.png)
(http://i.imgur.com/kyM4bz8.gif)>>>(http://i.imgur.com/VSMGzRh.gif)
Consider using stuff from other games, and or tracing if need be.
I mean, I hate tracing (I think you didn't want to work over Goku because you want to learn scratch spriting), but if it gets you viable results do it. And hey, Balth is pretty professional, and professionals do it, so why not you? Something to think about.
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Can do, though, I'm remaking that punch from scratch, so hopefully it won't be as bad.
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You might have already seen this in the last Bardock thread from 2 years ago (holy shit!) but this base of a kick animation is still up for grabs if you want it.
(http://i.imgur.com/0HZqvnF.gif)
(http://i.imgur.com/uP2demB.png)
It's not perfect but it's a start :)
Thank you very much, this will sure save some time! this could perhaps be a far sp. k
guys can i use this kick and other stuff for bardock? maybe ill try to make a z2i character of him if you both don't mind of course
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I don't mind if you use this kick :)