Here is some character art that I found will be easier to animate without too much deformation. Sky what do you think of this? How can we make this look better, but simple? I am working with something like this because it is easy to animate, easy to customize, and still simple.
Do you mean that you want to use that shape specifically? Separate pieces instead of whole ones for unit bodies? Lines instead of filled in blocks? Everything in the image above? Just trying to clarify your idea here. I'm a bit concerned about not being able to make interesting figures, but depending on what you're suggesting that might not actually be an issue.
It looks like I will need the characters in pieces to animate them. After you are finished with your character, please cut them up into these pieces: head, body, upper arm, lower arm, hands, and leg. It looks like the leg animations won't be terribly important since the character won't be walking. Also, you can add shoulders if you want. Thank you so much!
The .xcf I placed into the dropbox already has all of those pieces on its different layers. Currently it also has a left and right shoulder piece, so that they can be altered for "shrugging" effects if necessary, but that feature could be removed if you just wanted to merge them together for a single character piece.
After that point, once it's in an animator program we'll just have to give you additional pieces we want added in to the character animations, or if we use that beta program we found, we could probably do the animations ourselves. I'm much more confidant with timeline frame animation.
Do the artists feel confident in having the lobe art done by Thursday at midnight? This would give the programmers time to import and test the graphics over the weekend.
I have posted the two images for basic character art. We need to vote on what style we want. There has been some discrepancies over the style. Please look over the two images and comment your vote. The winner of this vote is what will we move forward on. Understand that these are basic images and can be polished.
Are we voting between the man unit and the shape creature posted above? If so, I still prefer the idea of using the Game and Watch-style animations with the sign man.
About the lobe art, we just need placeholder right? Looking at the size of the lobes I think the images will be very pixelated. I can get a placeholder done, but a final will take more time.
Sky, is the sample on this blog post the character you have been working on or do you have others? The programmers are curious if you have something they can look at for unit art.
My vote is not the sign guys. I feel they lack the personality and flavor we originally had with this idea. Not a fan of the faceless characters, so my vote is for unique tim burton-esk characters
Here is some character art that I found will be easier to animate without too much deformation. Sky what do you think of this? How can we make this look better, but simple? I am working with something like this because it is easy to animate, easy to customize, and still simple.
ReplyDeleteDo you mean that you want to use that shape specifically? Separate pieces instead of whole ones for unit bodies? Lines instead of filled in blocks? Everything in the image above? Just trying to clarify your idea here. I'm a bit concerned about not being able to make interesting figures, but depending on what you're suggesting that might not actually be an issue.
ReplyDeleteIt looks like I will need the characters in pieces to animate them. After you are finished with your character, please cut them up into these pieces:
ReplyDeletehead, body, upper arm, lower arm, hands, and leg.
It looks like the leg animations won't be terribly important since the character won't be walking. Also, you can add shoulders if you want. Thank you so much!
The .xcf I placed into the dropbox already has all of those pieces on its different layers. Currently it also has a left and right shoulder piece, so that they can be altered for "shrugging" effects if necessary, but that feature could be removed if you just wanted to merge them together for a single character piece.
ReplyDeleteAfter that point, once it's in an animator program we'll just have to give you additional pieces we want added in to the character animations, or if we use that beta program we found, we could probably do the animations ourselves. I'm much more confidant with timeline frame animation.
Have any of the artists worked with UMotion2D at all? Have they been able to import their images into UMotion and animate them?
ReplyDeleteDo the artists feel confident in having the lobe art done by Thursday at midnight? This would give the programmers time to import and test the graphics over the weekend.
ReplyDeleteI have posted the two images for basic character art. We need to vote on what style we want. There has been some discrepancies over the style. Please look over the two images and comment your vote. The winner of this vote is what will we move forward on. Understand that these are basic images and can be polished.
ReplyDeleteAre we voting between the man unit and the shape creature posted above? If so, I still prefer the idea of using the Game and Watch-style animations with the sign man.
ReplyDeleteAbout the lobe art, we just need placeholder right? Looking at the size of the lobes I think the images will be very pixelated. I can get a placeholder done, but a final will take more time.
ReplyDeleteI am just getting a feel where people are. I was hoping to get some stuff done by Thursday so the programmers can throw it together.
ReplyDeleteSky, is the sample on this blog post the character you have been working on or do you have others? The programmers are curious if you have something they can look at for unit art.
ReplyDeleteMy vote is not the sign guys. I feel they lack the personality and flavor we originally had with this idea. Not a fan of the faceless characters, so my vote is for unique tim burton-esk characters
ReplyDelete