Monday, January 28, 2008

1B: Walking and Design

My character needs more work than I though it would. Having to draw animations made me realize how many things aren't finalized in he design, like colors, a face, consistent sizes, etc. Likewise, a convincing animation takes more than six frames a second. If anything is going to look tight/responsive, there needs to be more work in animating and making sure things move realistically and smoothly.


And I think I might be leaning towards vector graphics. I can see why they're are so nice; they immediately spruced up my scanned images and gave them some "oomph". But now it also looks too Flashy, one thing I was trying to avoid.


Below is an animation of getting up and of walking. The standing up one has a vector image on the left and the original scan on the right.












The character needs more weight. If he's super scrawny, that machine needs to be dragging him down more. An exaggerated limp in his walk, or maybe having his arm bounce around or drag more.



Below is the sprite sheet and preliminary character work, since the animations lack the full depth and detail of the character.

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