[WIP] yeti
Re: [WIP] yeti
yes bcs68! really great pose!
this is shading WIP:
this is shading WIP:
Re: [WIP] yeti
Next to playerset:
While editing the picture I noticed that it is in 256 color mode. It is not necessary to adhere to any palette restriction. You can use full 32bit RGB with alpha channel.- 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.
Re: [WIP] yeti
I'm using only 14 different colors, that's why I don't need full RGB
anyway, here is one finished shaded frame: and a first try at walking animation: please comment
anyway, here is one finished shaded frame: and a first try at walking animation: please comment
Re: [WIP] yeti
he is hilariously scary... or scarily hilarious, I'm not sure which.
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Re: [WIP] yeti
Looking kool so far. Can't wait until its finished and ingame.
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Re: [WIP] yeti
The head movement looks a little off to me. I’m not sure of this, but maybe some vertical movement as well?
I like the yeti concept. The style actually reminds me of several comics and animations I loved when I was younger.
I like the yeti concept. The style actually reminds me of several comics and animations I loved when I was younger.
Re: [WIP] yeti
heh, that will look funny ingame on a map with 10-20 yetis around
Re: [WIP] yeti
Honestly... keep it without the fur texture (if you do add a little, add a bunching of fur here and there [lightly, but not too much])... it looks really good like this... now I'm dying to see the left/right and up movements
I'm also curious as to the attack (snow ape slap with bottom jaw teeth showing?), and the death animation of course! (falls on butt real hard and then falls back?)
Awesome
I'm also curious as to the attack (snow ape slap with bottom jaw teeth showing?), and the death animation of course! (falls on butt real hard and then falls back?)
Awesome
Re: [WIP] yeti
Sorry, but the arm movement looks a bit stupid to me. I think it looks more like climbing* than walking. How about trying a horizontal movement instead where both fist are alternately in front of the chest?hkurn wrote:
My vote is for keeping the fur texture.Fother J wrote:Honestly... keep it without the fur texture (if you do add a little, add a bunching of fur here and there [lightly, but not too much])... it looks really good like this...
*no, we won't have a climb animation, especially not for monsters.
- 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.
Re: [WIP] yeti
I'll have to see how it looks really walking (with movement on the screen), then maybe add vertical head movement.Ces wrote:The head movement looks a little off to me. I’m not sure of this, but maybe some vertical movement as well?
yes I didn't spend much time on the arms.. i have to draw an arm that is halfway between the frontmost pose and the fully retracted pose, and the left arm goes from fully extended to half-way back and the right arm goes from the base frame to the medium pose.. that way I only have to draw one additional arm position.. I think it could work better that way than now.Crush wrote:Sorry, but the arm movement looks a bit stupid to me. I think it looks more like climbing* than walking. How about trying a horizontal movement instead where both fist are alternately in front of the chest?
I think once I have a good animation I'll shade with fur and see how the result looks like.. I'll see from there.Crush wrote:My vote is for keeping the fur texture.
But now some other stuff: I just sketched a more aggressive sideways pose, can you please comment on the aggressiveness and the plausibility of the stance belonging to a yeti? edit: I just changed the animation.. I'm not entirely happy yet, but let you comment first: edit2: another version:
Re: [WIP] yeti
yet another version... (cannot attach more than 3 attachments)
in this animation the shoulders jump around... the _anim4.gif shoulders jump the least..Re: [WIP] yeti
I agree with Fother in the fur detail, it looks pretty good as is without the multitude of pixel variations. As for the animation (I am no professional) but it looks a bit spastic. However the shading and basic idea for the animation looks like you are on the right path. For the attack animation I think a swiping of the claw, with a nice sweeping arch would be most natural. (dunno how to describe the visual except like he is swinging fast and disrupting the air)
Ereh Nwod Nuf Rof Sdik Tae Lla Ew
Re: [WIP] yeti
I completely agree spastic! That is why I love it and that is how I picture this creature.
I am sorry, but I will talk a little content for a bit, but it is necessary for graphics imagination
1) Is it possible for a creature to have an 'aggressive/chasing' walk AND a separate passive/calm walk?
2) Is it possible for a creature to have variable passive/aggressive? Can some yetis spawn passive and others spawn agressive?
If so...
I imagine this guy with a calm slow saunter, very little arm or head movement, when he is passive. Then, he spots a player and boom! He is in spastic chase mode coming at you like the yeti from ski-free or whatever that game was called.
If not...
He either needs to be aggressive only (to justify being spastic) or needs a calmer walk
PS - is this new yeti original work bcs?
I am sorry, but I will talk a little content for a bit, but it is necessary for graphics imagination
1) Is it possible for a creature to have an 'aggressive/chasing' walk AND a separate passive/calm walk?
2) Is it possible for a creature to have variable passive/aggressive? Can some yetis spawn passive and others spawn agressive?
If so...
I imagine this guy with a calm slow saunter, very little arm or head movement, when he is passive. Then, he spots a player and boom! He is in spastic chase mode coming at you like the yeti from ski-free or whatever that game was called.
If not...
He either needs to be aggressive only (to justify being spastic) or needs a calmer walk
PS - is this new yeti original work bcs?
Re: [WIP] yeti
We don't support a separate aggressive mode yet. As for spawning some passive, and some aggressive, sure. Just two separate monsters with different sprites.
Re: [WIP] yeti
It's hkurn's yeti with a different pose. Nothing was referenced to make the pose.John P wrote:is this new yeti original work bcs?
Here is an attacking pose. It is crappy. Nothing referenced. It is minimally shaded, needs texture and polishing. Just hoping to help. The human player set is more important to me ATM. I need to get over my fear of shading. 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.