[DIS] Monster spiky slime,sprite Animation tutorial

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Len
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[DIS] Monster spiky slime,sprite Animation tutorial

Post by Len » 11 Oct 2008, 21:51

Step1: Find a concept
http://wiki.themanaworld.org/index.php/ ... _slime.png
I'm going with spikyslime by Pajarico


Step2: I believe its best to start a sprite as an animated outline first
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(they are not good animations but you get the basic idea)

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I'll show the completed version on when I get around to finishing it (keep in mind you are not a slave to your outline or original concept)
Last edited by Len on 18 Oct 2008, 15:41, edited 2 times in total.
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Jetryl
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Re: [DISMonster spiky slime, fat ghost, and more.... (Dont look)

Post by Jetryl » 17 Oct 2008, 21:11

:D Very good ideas from Len.

Another way you can sketch, is the more painterly approach of drawing large regions of "roughly the right color in roughly the right shape". It comes off like a loosely formed lump of clay, and you then "sculpt" it into shape.

What I usually do with this is make rough versions of something I'm going to animate like this, and try to get the motion correct, before I do any of the detailing on the sprite. When you're doing an animated character, the motion of the character is generally more important than the visual details on the character. If you waste time ironing out the details on each frame, in your first pass over the animation, you'll spend a ton of time working on it, and to make any corrections to the motion, you'll have to redraw those details all over again, wasting tons of time. The idea is that you know in advance that you're going to have to go over and rework the animation several times, so you deliberately make the first versions "quick to draw" so that you can make this reworking process really fast.

For example, if it took you 30 minutes to completely draw and fine-detail a frame, and you were drawing a 6 frame animation, it would take you three hours to make just one pass at the animation. And it probably wouldn't look right, so you'd have to redo it a time or two, and pretty soon you've spent 6-9 hours making an animation that looks really awkward. :(

Instead, if you can cut it down to around 5 minutes to sketch each frame, you can sketch the whole thing in 30 minutes, and by the time it would take you to make just one pass over the whole thing (which is guaranteed to be "not as good as it could be"), you could have gone over the whole thing six times. Once the motion's right, you're sailing with the wind at your back; you've already won. Literally, "the rest is just petty details". :lol:
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Re: [DIS] Monster spiky slime, sprite Animation tutoria

Post by Rotonen » 18 Oct 2008, 01:59

Also animating at this scale is mostly about catching the essential and fooling the eye. It's amazing how the human brain can fill in the blanks left by the artist.

Especially when you're concentrating on playing, not watching the animation work in detail.

For example the Super Mario run cycle: 2 frames done and used right.

http://www.smbhq.com/users/sprite/
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