Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

2D All the way! / Help to a 2D newb! - Suggestions for improvement to character

Author
Message
TEH_CODERER
22
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 10th Mar 2007 23:57 Edited at: 10th Mar 2007 23:59
Hey!

This is my first attempt at a 2D character. I am making a 2D platform game for my sister and so far this is my attempt at the main character. Knocked him up in about 20-30mins so if it is totally useless then I haven't wasted too much time. Can you lot with more skills and knowledge help me improve it with suggestions.



Thanks.

Andrew.

Shadow heart
19
Years of Service
User Offline
Joined: 2nd Dec 2006
Location: US
Posted: 11th Mar 2007 05:25
He looks nice, he looks like a character in a strategy guide, you aimed right. The 2D platformer i'm working on is a perspective 3D format so theres some differences, but to me this is real good, keep working on it. I would suggest taking off a little bit of the drop shadow on the body,

Graphics Outlet, an outlet for Graphics
TEH_CODERER
22
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 11th Mar 2007 15:05
Thanks. Drop shadow is a term I'm not familiar with though. Please could you explain?

Shadow heart
19
Years of Service
User Offline
Joined: 2nd Dec 2006
Location: US
Posted: 12th Mar 2007 01:44 Edited at: 12th Mar 2007 03:00
Sure thing, I like doing graphic design and I have noticed I apply drop shadow to distinctly make an image "pop" wne there is already a bright glow on it sometimes. but your character has a black and white body, it makes it a little hard to see as I mean a little bit blurry on the edge of his body with drop shadow you might wana and an inner/outer glow and a bit of 3d effect, just a little, otherwise it looks great!

You also might want to add some bevel/emboss to make is have a perspective 3d which makes it [pop] as it is said earlier. i made an image of your pic you can download it if you want, it shows your character repeated 3 times with different effects


Graphics Outlet, an outlet for Graphics
TEH_CODERER
22
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 12th Mar 2007 17:29
Ah, OK, thanks. Well there is no drop shadow at the moment;it is a black outer glow to give a cartoon look. So I should lessen that?

Shadow heart
19
Years of Service
User Offline
Joined: 2nd Dec 2006
Location: US
Posted: 14th Mar 2007 05:09 Edited at: 14th Mar 2007 05:11
Oh fooled me. Depending on your background if it's white, I would use the dark purple glow in fig. 1 and a black glow on the third image i posted. But the best idea would to lesson the glow.
Anyway I hope I explained it good enough.

Graphics Outlet, an outlet for Graphics
TEH_CODERER
22
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 14th Mar 2007 16:34
OK. Thanks for your help!

Shadow heart
19
Years of Service
User Offline
Joined: 2nd Dec 2006
Location: US
Posted: 19th Mar 2007 03:24
no problem

Graphics Outlet, an outlet for Graphics
indi
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 19th Mar 2007 14:15 Edited at: 19th Mar 2007 14:17
TEH_CODERER

GENERAL CHARACTER BUILDING
create a front / back and side view of your character.
one side view can be flipped to create the other side view.
the back view can be created after the front has been completed with the deletion of the face objects and some tweaking.
Create all the elements on layers or as objects within flash per say so you can animated them easier.
Build your character in a vector program so it can be scaled without pixel fuss
there is a free vector program on the net and theres a few so try them all out.
It looks like your already using a vector package.

Ignore adding any drop shadows or effects until you have a decent character, these elements are trivial and can cause problems when exporting the character with clean alpha channels, there is tonnes more to do yet

TALKING : mouth bits
if the character is going to talk from a front on perspective, think of all the vowel looking shapes your mouth makes including a tight lipped shape and the m letter shape.
e / p / three / t / c / z can all be used for the one shape
lets compare these phonetically
eee
pee
three
tee
cee
zee (us pronoucniation)

EYES
Pupils and eyeballs plus eyelids are all separate objects, it allows for very easy animation later
if they are on sep. layers as well as the order they are presented, thinking in a dimension from back to front order.
scaling of the pupil instead of recreating it is far easier then building seperate eye sizes for each animation

HANDS
create an open hand side and front view
the front view will double as a back view when flipped over.
an open hand can be converted into a fist fairly easily
you can create a whole bunch of different positions here
only create one hand for both sides, duplicate and flip when required.

BLACK OUTLINES
If you want to export all the objects and use black as your alpha channel, make sure your black outline is dark but not perfect black

SHADING
these elements are best created as separate layers and not part of the character.
it allows for much better shadow animations later on
I usually make these on the fly for each scene as required.


OBJECTS
create as many objects as you want the character to have
dont create any gaps or hidden areas in the characters objects
rely on the masking ability to place objects behind each other
rely on seperate masking shapes later on as you go.


CENTRE POINTS
arms legs heads will all have an offset centre point so they pivot around the correct area to give the illusion they are connected. offset these and test them all before moving on to animation.


that covers some basics in building it but doesnt go into animation

check out my avatar as an indication of these principles

TEH_CODERER
22
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 19th Mar 2007 19:34
Wow! Thanks a lot Indi! Incredibly useful info in there.

indi
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 20th Mar 2007 08:18
no worries mate. i like to see people who do the 2d art stuff. it was my career in a long lost galaxy far far away from what im messing with today.
kudos to you bro.

TEH_CODERER
22
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 20th Mar 2007 17:58
Lol! Well thanks again!

Login to post a reply

Server time is: 2026-07-04 22:45:07
Your offset time is: 2026-07-04 22:45:07