Maverik thread

Started by LM_MAVERIK, June 09, 2012, 10:45:47 PM

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LM_MAVERIK

My old thread was cluttered and filled with unwanted BS so I'm starting a new one showing all the newest stuff I've done thus far.

ogre and alt


kings alt and his tekken 4 rendition


Armor King

gogo yubari!

Raijin restricted (i got really lazy with standing animation I'll add somemore movement when I can be fucked.

mokujin

Kunimitsu

Lord Kain

#1
Thought you said you weren't gonna share your creations here anymore....
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?

LM_MAVERIK

Quote from: Lord Kain on June 10, 2012, 12:50:36 AM
Thought you said you weren't gonna share your creations here anymore....

banned.......

LM_MAVERIK

kunimitsu added to my list of sprites

Karasai

Could you post each gif in a spoiler tag? The page kinda lags with all of them loading frames.

I like Raijin's design

Momotaro

Cool!!
What about Kasumi? She was in the project, right?

Rikard

#6
Welcome back.

Now onto feedback.


  • Ogre's anims are choppy, add more frames.
  • ... also check the alt palette, one of those colors is out of place.
  • You also might need a better alpha for his hair, I know it will make it a bitch to paletize but ATM you can see the individual hair planes, which makes it look like he's wearing one of these on his head.
  • King is nice, just add some micromovements on his hands and he's done. If you want me to nitpick, his mask texture could really use more contrast - right now it's kind of a messy blur.
  • Oh, and you might want to cut out that light you put next to the camera - King's right hand is projecting shadow onto his left hand, and Gogo's chain does the same onto her legs and torso. This makes the light source seem inconsistent - as if they have a spotlight pointing at them 24/7.
  • Armor King's stance might need to be redone though - not much wrong about the render (just the 'plastic' mask), it's just the animation that doesn't look right. Oh, and you got the contrast OK on this one.
  • Gogo kind of needs work - her hair planes have weird physics and clip with her shirt, her jacket material is shiny, her chain is extending in her hands between frames 1 and 8 (looks like some weird gravity going on), her skirt texture makes it look like a pair of pants, her left wrist is stiff (it shouldn't, considering she's holding quite a weight)... and worst offender of all, the chain in the left hand is not affected by physics at all!
  • Raijin's standing actually looks almost finished, just fix his scarf going through his drums ring and add a bit of clenching to his fists and he's done. Honestly, he doesn't need more movement (maybe some jiggle in his hair and some wind blowing through his scarves if you really want to add more)
  • Mokujin is nice, I think I have nothing to what is going on with his left ankle from frame 15 onwards
  • Kunimitsu's good as well.
By the way, let me explain my first point further: last time we talked I remember you saying you set up a frame limit for each attack (I don't exactly remember how many). In my opinion you should really rethink that since it makes your work look inconsistent. Just put Ogre's punches and King's stance next to each other and you'll see how: Ogre's moving his whole body with ample and exxaggerated motions, and that whole anim employs only 3 more frames than King's stance, who's just jumping around doing minor movement with his arms (22 against 19).
Cutting frames makes the anim look more dynamic, but there's a limit to everything.
https://www.artstation.com/rikard
Quotetriggerall = Win && numhelper(180) = 0 && time = 0 && (stateno = 180) && matchover
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