Grapes
eight frames or whatever. practically. functionally.
lets talk more about this week some other week
eight frames or whatever. practically. functionally.
lets talk more about this week some other week
Early blog? Late blog? My brain and sleep schedule got rocked up so only time will tell!
I’ve been spending a lot of time working but I’m in one of those weird places where the amount of progress appears minimal. This is a big fault that I have, and I’ve discussed it a little before. There is no point in tweaking every frame to some impossible standard of perfection when the end result reads as the same for 99% of people. I do this with paintings, a lot too, but take comfort in that I know I’m not alone with it. There are countless art tutorials on painting and sketching where they could have really stopped eight steps before they do for the same effect. It doesn’t justify it, but it’s nice to know you’re not insane sometimes, you know?
Let’s just call it good for now and sliiide on to something more important.
What a wheek! I forced myself to do the most tedious tasks art-wise during the little bursts of time I actually had. Finishing up meshing, finishing up skinning, tweaking art, tweaking animations, drawing and painting the “b side” for female animation. This is something that should have been done at least a week ago but I’ve been having some issues. One with just generally being kind of busy, though that’s nothing new. The other being some slight hand pain issues that you totally shouldn’t worry about because I have it under control, I just have to be more aware that the strain of attempting to brute-force pictures can be physical as well. Lol?
Boring animation stuff aside, now whut? I’ve sketch up a decent design for a default outfit (that isn’t the Apathy design). It’s something super simple that can be usable for the time being without being as complex as the Apathy design. The big plus is that the design is symmetrical, save for a single mark on the chest. This will make the art load for this much smaller than asymmetrical design (likeapahtys) would, but will still help me be sure that things are mirror and lining up like they should for later.
I want to get this done and tweak the battle animations a bit more and add things for hurt and dead and whatever. Just rough animations that I can weak later, things that shouldn’t take too long. Hell, even if they look bad, as long as the place holder is there I am sure I will be constantly tweaking things once I see them in game and think “oh god i have to fix THAT before someone sees it” (which is what I did with the maptiles). From that I want to break away from character animation and move onto something else. Hawk was mentioning animating NCPs vaguely to me the other day, so maybe some more kind of feely UI work. I dunno, I dunno what is most pressing.
I should probably find out!
Been in kind of a rut. All I have worth showing you is this animation test. Forgive!
After all theeese yeaaars.
Slow week, not much to say, be semi-sad with me.
Still have a ton of meshwork to do on the north set(s) after some general art fixes for things that used to work but don’t now (feet shape, upper arm shape, etc). Then it’s a matter of making a real outfit. Hopefully by the end of the week the runtimes we use will be updated and I can do some actual in-game testing of this sooner rather than later.