Oh man, yeah, thats exactly how professionals was drawing everything. About decade ago :P (http://www.youtube.com/watch?v=bPHXJ9NPmuI). There is no much bigger pros (with that experience) than Disney in 2d animations, so dont say me 'wood-like' style is better, because its source is just laziness. Every little thing you wear, every part of your body react and is on the strength of gravity. (http://www.youtube.com/watch?v=OGk7cSKK1iE <- those are pro's now, no 'wood-like' at all). And drawing isn't like grinding in an RPG, its true. But when i read tutorial, i never try to copy style of it's creator, im just remember useful things and try to use them on my own way, so here you missed.
About dislocated jaw, implants and rubber belt. I thought since pixel-arts are usually small in size, a little exaggerated style is a smart way to make animation look clearly, (like, for example, in Metal Slugs), smart thit much, that you would hear about it. Yeah, i know about anatomy problems and some glitches in animation (but i like colors :P), i told it before, i was asking about those 'jelly' parts.
My Disney approach IS working in every animation case. And you must realize, that Steamboat Willie's from 1928. Take a look at new Disney's toons, they're way, way better than any anime :)
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In response to SuperAntx
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In response to Egor
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You have to admit there is a line between making a well built human animated, and over animating the same human to a point where his normal features and limbs are changed so much they are anatomicly impossible; unless as SuperAntX wisely said, his jaw is completely dislocated(Because how you show it move is humanly impossible, unless he's getting hit by some invisble force with 200 pounds of pressure). His beret flops around when realisticly they are washed with starch and made very stiffly. I've handled many of them, and unless his is made of rubber, a real beret would never make those durastic type of movements. The chest bouncing is possible, unless the human is flexing, which this is a fighting sprite, and how you display his muscles it shows he is flexing, so the amount of movement is exagurated a tad bit. The forearm bone also can't move, only the elbow can move, so how you display it sliding to the left does look sorta of like he has a broken arm.
Livelyhood and animation are great, but when you go into over-animation and turn a realistic fighter sprite into pop-eye the sailor man from the 1920's is a bad problem. You are a talented artist, but take the critique we give you, if everyone is saying something then you should listen because probably(99.99% chance) they have a good arguement with you. Noone is insulting your work, which it feels like your trying to defend anything anyone possible says. Take the critiques and possibly use or try them, your art has a better chance of improving if you do. You posted it as a Work In Progress, so we are helping with the progression. If you are going to fight us for helping, then this isn't the place for you sorry, and it'd be bad to lose such as a good artist as yourself just because of your attitude towards people trying to help you. If you want to keep this style and advance in it though that is all on you. We are just trying to tell you that the style and art you are trying to create are clashing. The style provides more cartoony, 'animated' art, while the artwork you look like you are creating is a more realistic, gritty, fighting/war style. So all we are saying, is your style, and art design are clashing in the piece, so you should either choose to work with the style, or work with the design, or you will keep getting complaints of such clashing. I've been working with pixelated art for ~7 years too, so i'm just stating this from experience. You can choose to listen to me or any other artist on here if you wish, all we are trying to do is help you. Thanks for reading and hope you take at least some of the critique to heart! |
In response to Bakasensei
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Oh dont worry about it, i really take every critique you guys give me, even if it doesnt look like that. I was just defending the way i decided to animate, maybe in too agressive way, but i didnt want to be agressive at all :) Its just me :P I just get confused, because from my friends i recieved a lot different tips and since i threat them as better artist than me, SuperAntX, or any pixel-artist here, i started to defend those tips ;)
About jaw. I wanted to make him jaw tabacoo in most piggy way its possible, so yeah, it looks like dislocated, but still, i like how it looks and this is exactly how it was supposed to look :) When it was more subtle it just looked like he was saying something and it wasnt the thing i was going for. Uh, and you're right about beret, i never saw one so i just though its made from cloth material, like cap. Arm was effect of my lack of time, i already wrote i know about those glitches and you can be sure there wont be smth like that in my 2nd sprite :) The thing is most of things Ant said (trying to help me) i already knew and i already decided to make step forward, because i threat the way of animating he suggested a bit obsolete, its my opinion, i told it. I decided to work on my current style, since everybody knowing me says its very specific style worth of working on it. I dont want to duplicate and i dont think tutorials are so helpful for someone like me. I have to do everything in my way, of course listening to people's tips, but still, im selecting only the tips i think are helpful, and there is always few of them, then im combining it and still trying to use it in my own way :) Oh, and i just want to say. I dont really think Tsugumo's tut is bad, i always link it to newbies, but i dont really like the way he animated those examples. Its too poor imho :) "Unless, that was...part of your character design." <- i dont like irony, so i guess this quote shows why i didnt treat AntX like serious person. He started, you finished. Thank you for that :) |
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When I look at your sprite I see a dislocated jaw, breast implants, a broken forearm, stretch pants, a rubber belt, and finally a bouncing toupe. This is focusing on the animation alone, not the poor color palette or anatomy problems. Your Disney approach to pixel art may work in some cases, but you must realize there's a reason cartoons don't all look like Steamboat Willie anymore.