[WIP] AxlTrozz new playerset

All development of pixel art and graphics
User avatar
Freeyorp101
Administrator
Administrator
Posts: 710
Joined: 04 Nov 2008, 10:17
Location: New Zealand

Re: [WIP] AxlTrozz new playerset

Post by Freeyorp101 » 06 Nov 2010, 02:11

I'm not aware of any plans or proposals to remove or replace the classless system.


---Freeyorp
(09:58:17) < tux9th> Freeyorp: your sig on the forums is kind of outdated
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: [WIP] AxlTrozz new playerset

Post by AxlTrozz » 06 Nov 2010, 18:54

@Freeyorp I guess not, AFAIK we are not planing to do that.

Now going back to the charset, just to avoid any compliant about that is "naked", there is a temporary layer with underwear:
ImageImage

1. I reduced the shoulder, chest and arms to balance the proportions,
2. there is some space left on the sides so he can move (animations) and the armor can be detailed on the sides too
3. more detailed body/muscle
4. I moved the head forward and fixed the shoulder to get a better perspective (thank Len for the advise)

Still to do:
1. the head
1. face (at least the initial face)
2. need to reduce like 3 or 4 pixels the overall high (room for all those fancy hats and shoes too)
3. color
4. feet details
5. a label (you know GPL, version and all that stuff)
6. the whole girl version

Note: we still can discard this version and work a new one, if so, just let me know and I can keep looking for more ideas and concepts


EDIT : more balancing work
Image

I think I'll call this concept1.
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 20:48
Location: Espoo, Finland

Re: [WIP] AxlTrozz new playerset

Post by Rotonen » 07 Nov 2010, 19:45

AxlTrozz wrote:I left 2 or 3 pixels on the side for armors overhead, you know spikes and stuff like that, for the moment think that is wearing a Startrek suit :wink: .
There is no technical need for that. The pieces of equipment we decide to show on the playerset are pasted on the fly on top of the playerset and the size of the playerset and the equipmentset are not really connected.

Also nice to see information is propagating between people here and people are starting to be on the same page about things. Even though at times the lack of shared information tends to lead into conflict, so far we are managing.
This message used to be meaningful.
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: [WIP] AxlTrozz new playerset

Post by AxlTrozz » 07 Nov 2010, 21:57

Hmm I think, the char is too humanoid, too real, I'll work in a less conventional version. or you let me know if concept1 is a good start.
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: [WIP] AxlTrozz new playerset

Post by AxlTrozz » 16 Nov 2010, 13:31

*Bump* well I had some issues with my ISP been blocked by the server but I have access again, thanks Irukard and Rotonen. :)

In a recent talk Irukard told me there is a possibility we can explore using a new technique to create the charset and the animation, we will post any success (or fail) here.
User avatar
Bertram
Knight
Knight
Posts: 1026
Joined: 07 Sep 2004, 15:55
Location: France

Re: [WIP] AxlTrozz new playerset

Post by Bertram » 16 Nov 2010, 17:52

Hi Axl,

<off-topic>Thanks for your regular news. :)</off-topic>

Could you or i name the technique? (From inkscape, for instance?)

Best regards
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: [WIP] AxlTrozz new playerset

Post by AxlTrozz » 16 Nov 2010, 21:29

Bertram wrote:Hi Axl,

<off-topic>Thanks for your regular news. :)</off-topic>

Could you or i name the technique? (From inkscape, for instance?)

Best regards
In order to get a good perspective we are going to use a real life model (I wanted a model girl but Iru said better not, just kidding :mrgreen: ) using a wooden body for drawing and taking pictures of it, once we get the perspective we are going to outline it (with the respective variations to make it TMW style) and at the end pixel details.
The good thing I can see about this method (if can be called like that) is that we can even outline different positions and sequences in order to get the animations. may be.

But may be Iru can explain better the details.
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: [WIP] AxlTrozz new playerset

Post by AxlTrozz » 19 Nov 2010, 16:25

A new try, before we start working on the wooden figure, just to keep the flow and try to find something nice to the eye, Image
This not the only try I've done, but this is somehow decent compared with the failures I've been having.
User avatar
Bertram
Knight
Knight
Posts: 1026
Joined: 07 Sep 2004, 15:55
Location: France

Re: [WIP] AxlTrozz new playerset

Post by Bertram » 19 Nov 2010, 16:32

HI Axl,

Once we come to an agreement about at least the idle down character position, I'll add it in the dev server.

Keep it up ;)

Best regards.
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: [WIP] AxlTrozz new playerset

Post by AxlTrozz » 19 Nov 2010, 18:22

Bertram wrote:HI Axl,

Once we come to an agreement about at least the idle down character position, I'll add it in the dev server.

Keep it up ;)

Best regards.
Thanks Bertram.

Up to now I have no opinions in regards of any of the concepts, so I'll keep posting until some feedback comes.

BTW here is a new one based on the previous : Image>>transparency>>Image is a bit higher than the required size. but is just a concept

Edit: When I resize to the proper measurement I have this : Image I feel like the proportion and somehow the perspective are ok, also the space for movements like stepping back to attack, kicking even attacking is good, but once again no room for much facial expression.

If nobody say a word about this concept2 I'll moving forward looking for a more manga/toon style.
User avatar
Bertram
Knight
Knight
Posts: 1026
Joined: 07 Sep 2004, 15:55
Location: France

Re: [WIP] AxlTrozz new playerset

Post by Bertram » 22 Nov 2010, 09:44

Hi,
If nobody say a word about this concept2 I'll moving forward looking for a more manga/toon style.
-> I'm personally ok with the more manga/toon style.

Best regards.
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: [WIP] AxlTrozz new playerset

Post by AxlTrozz » 22 Nov 2010, 21:19

@Bertram, thanks, I'll try to change the approach to a more manga style.

So I took this one >> Image >> Image as a base for the new concept.

I'll post the xcf file on the repository so anyone can use it, modify or whatever. http://www.axltrozz.com/tmw/images/

Edit: some color : Image
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: [WIP] AxlTrozz new playerset

Post by Crush » 22 Nov 2010, 22:11

the legs are about double as long as they should be.
  • 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.
User avatar
AxlTrozz
Warrior
Warrior
Posts: 843
Joined: 05 Aug 2006, 00:12
Location: Now from TX

Re: [WIP] AxlTrozz new playerset

Post by AxlTrozz » 23 Nov 2010, 16:45

Crush wrote:the legs are about double as long as they should be.
Ok, I'm working on the shape, trying to shorten a bit.

I'll keep the image progress updated so you can check it here, also Ill keep different layers so you can see the steps I followed to complete the char http://www.axltrozz.com/tmw/images/pbody018.gif
http://www.axltrozz.com/tmw/images/pbody018.xcf

or here >> Image >>and female >>Image
User avatar
bcs86
Novice
Novice
Posts: 259
Joined: 27 Feb 2009, 18:14
Contact:

Re: [WIP] AxlTrozz new playerset

Post by bcs86 » 24 Nov 2010, 12:29

Been trying bottom-heavy segments. I guess because as we look downward, what we see accumulates.
Probably_Will_Never_Get_Finished_WIP-20101123.png
Post Reply