[WIP] yeti

All development of pixel art, maps and other graphics.


hkurn
Peon
Peon
Posts: 32
Joined: 30 Aug 2009, 13:59

Re: [WIP] yeti

Post by hkurn »

bcs86 wrote:Here is an attacking pose. It is crappy. Nothing referenced. It is minimally shaded, needs texture and polishing. Just hoping to help.
thanks for the pose! I'll definitely use it.. (maybe with an enlarged head? i think it is smaller on this frame) Might take some time though...
bcs86 wrote:I need to get over my fear of shading.
If you have something to shade, I can give it a try.
bcs86 wrote:You can check the yeti in Wesnoth that I might have been thinking of enviously, but there is almost nothing in common except fist-pounding method of attack which doesn't look anything alike.
I've looked at that one before.. It's a great sprite (like basically all artwork in wesnoth :))

edit: here is another try at the walking animation (sort of boring, don't you think? ;))
yeti_front_mad1_anim7.gif
yeti_front_mad1_anim7.gif (4.45 KiB) Viewed 3671 times
btw.. did someone have a look at the sideways aggressive pose i posted last week? if nobody says anything, i'll try to animate it.
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 16:08
Location: Germany

Re: [WIP] yeti

Post by Crush »

Now this is much too less arm movement.

Why don't you try arm movement in front of the body instead of next to it? Don't be afraid to cover up parts of your sprite during the animation.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Biogovox
Peon
Peon
Posts: 12
Joined: 20 Sep 2009, 00:43
Location: Brasil.

Re: [WIP] yeti

Post by Biogovox »

Okay is monstrous Yeti.


Biogovox
hkurn
Peon
Peon
Posts: 32
Joined: 30 Aug 2009, 13:59

Re: [WIP] yeti

Post by hkurn »

ok, i think this will be the forward animation:
yeti_front_mad1_anim8.gif
yeti_front_mad1_anim8.gif (4.4 KiB) Viewed 3358 times
unless someone posts a better animation, I'll use this animation and shade it. but before I'll start with the sideways walking animation.
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 16:08
Location: Germany

Re: [WIP] yeti

Post by Crush »

Can you add a bit movement to the static right (from the viewer) hand before shading?
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
hkurn
Peon
Peon
Posts: 32
Joined: 30 Aug 2009, 13:59

Re: [WIP] yeti

Post by hkurn »

i actually tried that already but didnt like the result:
yeti_front_mad1_anim9.gif
yeti_front_mad1_anim9.gif (4.42 KiB) Viewed 3356 times
ok, I'll also try moving the right hand in a different pattern
what about this:
yeti_front_mad1_anim10.gif
yeti_front_mad1_anim10.gif (4.42 KiB) Viewed 3346 times
User avatar
BadMrBox
Warrior
Warrior
Posts: 281
Joined: 10 Mar 2005, 15:05
Location: Sweden
Contact:

Re: [WIP] yeti

Post by BadMrBox »

I would suggest that you make his arms swing across his upperbody to make it better looking.
Image
hkurn
Peon
Peon
Posts: 32
Joined: 30 Aug 2009, 13:59

Re: [WIP] yeti

Post by hkurn »

I have a very early leftwards yeti animation:
yeti_left_mad_anim4_inplace.gif
yeti_left_mad_anim4_inplace.gif (3.78 KiB) Viewed 3174 times
I think the animation would be nicer if the yeti turned his shoulders as well, but I think I'll leave that for another time..
User avatar
bcs86
Warrior
Warrior
Posts: 259
Joined: 27 Feb 2009, 17:14
Contact:

Re: [WIP] yeti

Post by bcs86 »

Hkurn's earlier texturing is desirable. but all the hair had too similar contrast, and then it must be shaded.

The walking motion must have feet less saddle-seated. Do not fear completely redrawing entire areas.

The arms will have to have more expression.

For an idle pose, I was thinking of a squat type of sit with its knuckles on the ground, bonus points for an idle animation, such as making it scratch its head or stretch.

I'm trying something. If I post nothing within 48 hours of this post consider it bust.
EDIT: am working from a fresh start a different yeti... keep checking back here.

I claim no authorship on yeti sprites derived from hkurn's work.
Last edited by bcs86 on 10 Jan 2010, 12:44, edited 1 time in total.
User avatar
lien
Warrior
Warrior
Posts: 446
Joined: 30 Oct 2008, 08:59
Location: France

Re: [WIP] yeti

Post by lien »

yeti.png
yeti.png (6.89 KiB) Viewed 2975 times
Image
User avatar
Link , hero of time
Novice
Novice
Posts: 139
Joined: 03 Jan 2010, 15:05
Location: it varies from game to game , "The Legend of Zelda" but I often find myself to Hyrule

Re: [WIP] yeti

Post by Link , hero of time »

everyone leaves topic the yeti

this makes me think of the manor yeti "twilight ....."
link the hero of time
User avatar
bcs86
Warrior
Warrior
Posts: 259
Joined: 27 Feb 2009, 17:14
Contact:

Re: [WIP] yeti

Post by bcs86 »

This thread isn't a lost cause. Work on a Yeti monster is still underway albeit at a very slow pace with feet dragging. Hkurn would probably like to come back to this if he saw some more interest in it.

Here is a Bzipped tape archive with WIP that has been stagnating in backups for some time. It tries to cover all the ground needed such as scripting for both eA and Manaserv. The project file shows some new WIP which might or might not renew interest.
yeti2-0.tar.bz2
User avatar
bcs86
Warrior
Warrior
Posts: 259
Joined: 27 Feb 2009, 17:14
Contact:

Re: [WIP] yeti

Post by bcs86 »

Once again, development is still underway. It got snagged because of our approach.
Jetryl once wrote that it is necessary to make many stick figures before texturing.

For this next session we will need a set of stick figures or basic outlines for each action. We won't apply texture until the animation works this time.

The stick figures should be based on Image though it is smaller than I'd like.

These are the stick figure animations to be done before detailing:
0.) Idle
1.) Walk
2.) Attack
3.) Die
Post Reply