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My Sprite Thread.
#31
The second kick is better, and almost accurate. The left foot is still angled incorrectly, but in reality, if you twist your leg for said kick enough you can almost get into that position. It's not a very advantageous position to be in as you can easily break your leg like that, but it pretty much can be done.
I'd knock on wood, but my desk is particle board.
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#32
I have to agree, that foot's position is almost impossible.
It's pretty much like standing and having your left foot facing directly towards your right foot. Possible, but not particularly natural. I would have the foot sideways, to it's pointing straight ahead and the heel is invisible, as it would be facing back.
(just a quick crit about the shading; More contrast and more shading in general. Try to have a simple (and single) light source, probably from the upper left or upper right. I usually do the upper right. Then add highlights to all the areas near-ish to the source, and then shade those highlights, slowly adding shades that are closer to the basic color.)
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#33
Adosorken's right: Having the left foot like that will break it if you kick something in that position. The foot will go to a 90 degree angle barely. The right foot will bend more, since the leg itself is sideways, but it still won't be pointing straight down. rather, the right foot should be at a 45 degree angle.

I also believe that the right foot should be a bit closer to the body.
Jumping Jahoolipers!
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#34
Meh, I'll fix that one later. It's boring now. Big Grin

I just got done with this one. I'm pretty happy with how it turned out so far. Before, I expected his foot to slide around a LOT more, to the point where he should almost fall. Instead, it just gets smaller. Smile

[Image: kickfini.gif]
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#35
Awesome!!!! Very cool!

His arms look just a tad too big. Maybe it's just me... Then number two is bigger. He only moves his elbows when he's attacking. His whole arm should move. Basically, his arms should be behind him in the end if your moving the arms like that. Secondly, he looks like a rag doll when he attacks, and that's because he has no upper body movement. Here, i found this pic for you...
[Image: kick.jpg]
Notice how his back is arched backwards? That's what your sprite should be doing.

I couldn't find a pic about what i was talking about earlier, but if you play fighting games that have high kicks, you'll notice they pull their arms behind their backs.

Very nice work! Keep it up! I also like how his hair moves as well.




::EDIT:: I found a ref pic to the jump kick as well. I guess your right leg is okay after all. Wink Just the feet and the hands need repositioning.

[Image: rui1.jpg]
Jumping Jahoolipers!
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#36
Well just keep in mind that not all martial artists perform the same techniques in exactly the same way. For example, whenever I used to do the ryu-jin, I always had my right foot tucked in more than the picture you're showing, and having your arms at that kind of position is a severe disadvantage when you land. You always want to retain an upper body ready stance when performing any type of aerial kicks. The forward kick animation is pretty good, but it does have something of a rag-doll impression. Big Grin
I'd knock on wood, but my desk is particle board.
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#37
This image is going to be my sig now. Andy Bogard laying "DA SMAQUE" on Cammy White.

[Image: andyvscammy.gif]
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#38
Andy Bogard rocks. Big Grin Good thing you didn't use the cheesey outfit SNK put him in when they did KOF 2001... :barf:
I'd knock on wood, but my desk is particle board.
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#39
Quote:Andy Bogard rocks. Big Grin Good thing you didn't use the cheesey outfit SNK put him in when they did KOF 2001... :barf:

Oh, lord... I almost died when I saw that thing... Sad

[Image: ff_andy.gif]
(For those who don't know what we mean)
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#40
Here's my current project. I just got done with the lineart. The next steps are coloring and details... Ugh... I hope this ends up looking good. Sad

[Image: jumplineart.gif]
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