Just a little animation cycle of my Ash version of Evil Dead character. http://mysite.verizon.net/gustavoguzman/video/ash.mov
Still a few kinks to work out. Its to be a game character for a personal fan-based project.
Last edited by Nucleus on Wed May 02, 2007 4:59 am, edited 1 time in total.
That feature on the hindquarters... is it a pocket flap? Very distracting, since it rides up and down with the walk. If it's a pocket, it needs to be very flat, not pimple-shaped. (grin) On second thought, whatever it is, if it's attached to the upper glutes, it's not going to rotate all the way to the bottom like that. I guess the range of motion needs to be about a quarter of what you have.
To a lesser extent, the white thing around front--almost certainly a belt buckle--is also distracting. This could be easily fixed by lowering the brightness/contrast of that feature.
Likewise, I would like to see the shoe highlights considerably less than %100 white. I feel the high contrast draws too much attention away from your character.
I appreciate the school of modern tooning (Ben Caldwell, for instance) you've adopted, but the legs are strangely reminiscent of horse legs, especially given the chestnut-colored pants. Don't know how to advise you, except to dial down the exaggeration of the curves a tad.
The use of gradients is visually appealing... but as we've discussed in another thread, just note for the future that this might give you trouble if you choose to develop your camera angles beyond this orthogonal view.
Timing is good, motion is nice and fluid. Your implementation of secondary motion in the hair is totally professional and really adds. Note however that if you were able to apply the rich brush stroke you used in the hair to the rest of the character, the project would really begin to pop out of the page (and that's good).
All in all, I like what you're doing, and hope one of these ideas helps.
Thank you for your kind as well as informative replies.
Human, the protrusion on the rear (actually a portion of the left leg) and the belt buckle are the kinks i need to work out. I may attach the belt to the torso as a separate external piece and add a bone to it so i can better affect its influence over the entire thing without compromising the other areas or use the same technique i used on the female character. binding the points so they remain fixed. as always, critique is essential and your valued as well as insightful comments are much appreciate. also, you are correct on the curves of the legs and the shine of the characters shoes. I will tone those down a bit so the character looks better. adding secondary motion to the pants is a great idea. will most likely have to break down the shoe to become a separate piece. currently it is all one piece from head to toe save for the arm and left leg. thanks much for pointing them out.
Patmals,
Thanks man! Great to know there are Evil Dead fans here. indeed Evil Dead rocks!
also, thanks for the heads up. I hate double posting, but you are indeed correct.