[WIP] manazipper

All development of pixel art and graphics
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Wombat
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Re: [WIP] manazipper

Post by Wombat » 15 Jun 2009, 21:26

I took advantage of "transform" to see what I could do with it. Trails are still an option to test, but this is an attempt w/o them.
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manazipperjune152009lefttestani1-1.gif
4 frame, 40 millisecond delay, no trails
manazipperjune152009lefttestani1-1.gif (1.53 KiB) Viewed 667 times
Current character is "Abolish".
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Re: [WIP] manazipper

Post by Wombat » 15 Jun 2009, 21:46

a quick fix to see if I can get the middle frames moving correctly. I need to work on shading, body movement and 3/4th perspective.
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manazipperjune152009lefttestwings2.gif
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Current character is "Abolish".
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Re: [WIP] manazipper

Post by Wombat » 16 Jun 2009, 00:26

Testing movement of the body.
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manazipperjune152009lefttestwing&body1.gif
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Current character is "Abolish".
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Re: [WIP] manazipper

Post by Wombat » 16 Jun 2009, 02:11

Testing some shading and additional details. Not sure if I'm pulling off a 3/4 perspective here.
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mzdetailjune152009.png
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Current character is "Abolish".
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Re: [WIP] manazipper

Post by Pandemonium » 16 Jun 2009, 06:47

I like the head shape better with the nose more now that i seen them side by side :)

good work
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Re: [WIP] manazipper

Post by Wombat » 16 Jun 2009, 11:13

testing 3/4 perspective shading
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manazipper6162009body.png
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Current character is "Abolish".
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Rotonen
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Re: [WIP] manazipper

Post by Rotonen » 16 Jun 2009, 19:57

If you really REALLY want to nitpick about it and nail the perspective, we should see less of the legs and more of the back. The viewing angle is from 45 degrees UP after all. As in from above the subject in question.

I'm personally starting to accept the "if it looks good, it is good" approach about approval. I guess I'm growing soft. (Of course, we should still try to maintain the perspective of things, but IMO we should not get stuck on it like this: we've chosen a difficult perspective to work with. Our current approach kills too many arising projects and drives pixel artists away from us.)

All art we do is a representation of something, we're not even trying to mimic reality. Pixel art is demanding enough as it is, so at least with our current art staff we should probably start to be a bit more lenient on some things and accept "close enough, looks good". The players/people who spot such stuff can probably come here and do it properly anyway, if need be.
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Re: [WIP] manazipper

Post by Wombat » 16 Jun 2009, 22:22

It's all good to me. I know it could be months before my creature would get added to the game, so I'd like to make it at least a little above "good enough". There are a handful of good artists right now working on things and I'm not on par yet with them, but I hope to be shooting single bogies before it gets considered for addition ;)
Current character is "Abolish".
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Re: [WIP] manazipper

Post by Rotonen » 17 Jun 2009, 00:01

Nice, pixel artists with a sense of reality. I like those. :)
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Re: [WIP] manazipper

Post by Pandemonium » 17 Jun 2009, 16:05

Yup the up angle is the hardest part for me... I did some art for a UO freeshard its 45 up and at a diagonal so I am use to messing with angles...
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