I once did use the general seperate every bodypart and reassemble to make different poses method (a sort of frankensteining, I suppose) when I first tried animating, but generally the results you'll get won't be as good. I mean, there are certainly assets of poses you can and should reuse, especially heads to keep it consistent, but most new poses are going to need you to partially or wholly redraw the arms, legs, body, etc. Generally, if I'm doing a running animation or something really dynamic like that I'll draw each frame from scratch--first just an outline with a blank color fill to test how well it animates, and then once I have something good there I'll clean up the lines and add details and shading. For something simpler like an idle pose, I will generally select bodyparts and move them around, and then go back and clean up the damage I've done--redraw broken arm segments, smooth out newly formed jagged edges, etc. In some cases I will nab an arm or leg from another pose, but generally I'll make some substantial edits to make it work smoothly. Unfortunately, a lot of that relies on being able to quickly redraw/reshade those elements, which takes some practise. Sorry not to go into more detail--it's a little difficult to describe, really, since it does also involve a pretty large amount of revision and C&C to get it to its final state.
@Anonymous: 'Ello. Unfortunately, I do not--that isn't really a part of my workflow. Sorry about that. Still, I'd love to see anything you end up making.
Unfortunately, making them higher res is a little harder than it would seem. Partially this is because I did some direct touching up to the small size images, and partially because the resizing covers up some of the issues with my cutting and with the source images. Still, if you had something specific in mind I might be able to do it, or at least get the cut-out, unresized versions put together.
@Mumu: hey! To be honest, this is the sort of thing I was really hoping would happen (ala Bahamut Lagoon's vigorous (and rather perplexing) remixing of assets). I hope you won't be offended if I say I find these to be hilarious and awesome to similar degrees.
I once did use the general seperate every bodypart and reassemble to make different poses method (a sort of frankensteining, I suppose) when I first tried animating, but generally the results you'll get won't be as good. I mean, there are certainly assets of poses you can and should reuse, especially heads to keep it consistent, but most new poses are going to need you to partially or wholly redraw the arms, legs, body, etc. Generally, if I'm doing a running animation or something really dynamic like that I'll draw each frame from scratch--first just an outline with a blank color fill to test how well it animates, and then once I have something good there I'll clean up the lines and add details and shading. For something simpler like an idle pose, I will generally select bodyparts and move them around, and then go back and clean up the damage I've done--redraw broken arm segments, smooth out newly formed jagged edges, etc. In some cases I will nab an arm or leg from another pose, but generally I'll make some substantial edits to make it work smoothly. Unfortunately, a lot of that relies on being able to quickly redraw/reshade those elements, which takes some practise.
Sorry not to go into more detail--it's a little difficult to describe, really, since it does also involve a pretty large amount of revision and C&C to get it to its final state.
@Anonymous: 'Ello. Unfortunately, I do not--that isn't really a part of my workflow. Sorry about that. Still, I'd love to see anything you end up making.
Ambras (also the name of the capital).
Sweet! This ought to work great with the OGA 2.0 character maker thing when it comes out.
Unfortunately, making them higher res is a little harder than it would seem. Partially this is because I did some direct touching up to the small size images, and partially because the resizing covers up some of the issues with my cutting and with the source images. Still, if you had something specific in mind I might be able to do it, or at least get the cut-out, unresized versions put together.
Alas, multiplayer isn't planned ATM (as much as I think it would add a huge new dimension to it).
Is there a compiled version of this? If so, can you link me?
@Mumu: hey! To be honest, this is the sort of thing I was really hoping would happen (ala Bahamut Lagoon's vigorous (and rather perplexing) remixing of assets). I hope you won't be offended if I say I find these to be hilarious and awesome to similar degrees.
Cool! What sort of art are you learning atm? Pixel art, mayhaps? =D
Yeah, if you want to keep it simple, stick to CC-By licensed assets. All you'll need to do is be sure to give credit in your game and you'll be fine.
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