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zade_o

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Everything posted by zade_o

  1. eh, that's all in how you want him to be. part of the mythology is that he grew so large he could wrap around the earth, but in all the art you can find about norse mythology his size varies. there's one image i found with thor fighting him where he's no bigger than the small boat thor is standing on. and yeah, it's just breathing, moving his whole body between 2 frames would look awkward as well. arm muscles and whatnot don't expand and shrink anyways from breathing. so that's kinda the best i can do.
  2. umm, well the paws on fenrir took me probably 30 minutes, the idle anim like 5\. fixing jormangund's idle took like 5. update- ![](http://img52.imageshack.us/img52/2326/fenrir.gif) fenrir's attack anim.
  3. ![](http://img62.imageshack.us/img62/2326/fenrir.gif) fenrir's idle anim. you're right, fixing the chin now. ![](http://img341.imageshack.us/img341/4840/animatedjormangund.gif) fixed jormangund's idle. -shifted his cuts -shifted the section lines in his neck -close his eyes a wee bit -fixed the chin
  4. lol. tell that to this guy. ![](http://cinematropolis.files.wordpress.com/2009/11/ninja-assassin-rain_l.jpg) thanks though lol
  5. Do some effects to the font, and find a more unique font.
  6. I'm not touching the water aspects yet.
  7. legs are too straight. arms are weird, like there's only 3 sections, shoulder, forearm, and hand. work on the anatomy a bit and shading.
  8. Thanks ambard and kite! And yeah, I kept forgetting to add animation the tail, here's the newest idle animation. haven't touched the attack animation yet. ![](http://img638.imageshack.us/img638/4840/animatedjormangund.gif) (ignore the white dot on the end of his midsectionā€¦.not sure where that came from)
  9. Understandable. In that case yeah just work on the contrast and shading on the monsters. I like the concept of the ogre one. the sprites could maybe use some more shading but that's just a stylistic choice.
  10. mmm, well the monsters have poor shading, i think. I can't really tell cus the contrast isn't high enough either to see the shading. and I feel like some of the races should have different builds. for instance, i think a bear and a dragon should be beefier than a fox. cus if i got attacked by a dragon the size of a fox, i would not be scared.
  11. here's the beginning of fenrir. still wrapping my head around the paws so they're not on there yet but i like what i have so far so i wanted to show it. I'll post the updated jormangund animation in a sec. fenrir: ![](http://img638.imageshack.us/img638/7509/werewolfh.png) jormangund: ![](http://img709.imageshack.us/img709/4840/animatedjormangund.gif) (imagine acid spraying everywhere when he fully opens his mouth. Also, I think I may fix the attack so it looks more like he's lifting the top half of his mouth instead of dropping the bottom half.)
  12. Alright i'll try it later, the mouth opens in the attack animation btw. But i'll try maybe just opening it slightly and i'll try to change it to a slight head movement.
  13. I don't get how to fix that idle animation though, it seems like that's the only thing i can do. anybody got a good reference for that idle animation? (keep in mind i want 2 frame)
  14. i think all the floors tile horribly. the rest is pretty good. reminds me likeā€¦ pokemon with more realistic tilesets.
  15. ![](http://img687.imageshack.us/img687/9476/aniimatedjormangund.gif) there's the new one, looks like too big of a shift for 2 frames. So are you saying take the chunk i moved with the old animation, and fix the borders so it looks more like the new animation? that way it doesn't look like a big shift but still looks smooth and more connected?
  16. hmm, alright, i will try and go through and scrunch each section of his neck? maybe that'll make it look more like what i'm going for.
  17. ![](http://img294.imageshack.us/img294/9476/aniimatedjormangund.gif) -> ![](http://img687.imageshack.us/img687/9476/aniimatedjormangund.gif) (new) idle animation. for now, i'm not interested in increasing the frames of animation. i know i double posted, oh well.
  18. the spawn gate looks kinda cool, but i think it uses a lot of effects that i don't consider pixel art. the rest are overly shiny with poor shading and the lineart could be improved. it's definitely not the worst i've ever seen but you do need to work on lineart and shading, and possibly better color choices.
  19. how about these hues? ![](http://img198.imageshack.us/img198/9253/jormangund.png) I'm not bothering with the water yet, but there will be shadows/reflections and whatnot.
  20. yeah that's what I thought, which is why i went to the color scheme on the first page. I can't seem to get a decent "little hint" of green =/ Oh and wraith, i'm not even sure i'm going to use eclipse to make this game. not even 100% sure it's going to be multiplayer. we'll see.
  21. ![](http://img229.imageshack.us/img229/9253/jormangund.png) ? I had that before, but I just feel like the green looks bad. idk.
  22. ![](http://img35.imageshack.us/img35/3748/differentjorgandungs.gif) 4 different images, roommate said my texture was too choppy so i tried making less texture, and i changed the fin things to more like spikes to make it look a little more vicious than pokemon-y. the animation goes through all 4 combinations. what looks best? (bear in mind that if i include the spikes, i will make more of them look like they are connecting to his head instead of leaving them all behind his head)
  23. ![](http://img220.imageshack.us/img220/9253/jormangund.png) Alright, so I started the serpent, trying to use some of the tips from you Kreator. I can't really tell if I like this color pallete or not, or if it's the texture and not the color pallete that looks off. Any tips from anyone on this so far?
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