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kasdein · 3 years
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Fixed the last issues I had with the walk cycle: Added a head bop as the character walks; Made the hair flow better; Fixed a few issues with the legs and the angle of feet. I also added color!
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kasdein · 3 years
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New character’s turnaround, added the colors as well! I really like the new design I came up with, and I’m really glad I decided to change the old design to a new one, I’m enjoying work with this character much more than the last one.
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kasdein · 3 years
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Animation of the new character!  So far he’s been through three iterations, the sketch, the rough and the cleanup. There are a few things I need to tweak to go ahead, be before I go over that I’ll explain the process I’ve been through for each step. During the sketching phase, I focused solely in putting the the keyframes down to have smooth looking animation. To do that I first put major keyframes and then ad in the relevant frames in between. Then, in the rough phase, I focused I would like to focus on in the walk cycle : “what is my character doing?”. Here came the idea of him holding a gun in hand, as if he was keeping it in hand, ready to use it as he walked through. I also took the time to add some details of the clothing and hair. Finally, in the cleanup, I tried to focus on polishing what I already had, to have some kind of more general idea of what I had made so far. here I focused on cleaning the lines and fixing what looked of in the animation, while trying to stay closely to what I had so I could analyse my work so far. I also tried to emphasise on making depth in the walk cycle, with the shoulders, the dagger and the shoes mostly. I lastly tweek the timing so it looked more natural. So far I’m pretty happy with what I came up with, especially since it took not as long as I expected to get to this point. I think there is some improvement to be made still, notably with the hair, the bottom of the trousers, and the upper body area is quite stiff looking. Otherwise I think I could make the angles on the steps slightly less extreme. All in all I think I’m on the right path, and I don’t regret restarting with a new character, this has been way more fun than with the other one!
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kasdein · 3 years
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Since I didn’t like my first character design I was using as reference for my walk cycle animation, I decided to develop new ones. Here are some of my favorite designs, I think I will end up using the one I colored for my future walk cycles. I do prefer the young looking noble’s design (number 22), but unfortunately, I don’t think he really fits into the cowboy theme that we were given.
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kasdein · 3 years
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Follow up to the walk cycle exercise. Here I tried to fix and polish the issues I covered last time. I think overall I did a decent job. Amongst the things that where fixed were: The rim of the hat seems more believable, The hair and jawline seem more believable, The arms thickness is now consistent, the belt and holster seem more believable around the waist, Removed the creases from the trousers so they look less wobbly. I still think the shoulders and the hair line could use a little more work, however. In any case the walk cycle might change drastically from here, since I didn’t really like the character design I was using as reference, and might end up with a very different one.
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kasdein · 3 years
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Follow up on the walk cycle exercise. I added clothes and accessories to give more detail to the character, and I think it was a good idea. However, there is a lot to work on : the hat rim is inconsistent, it looks as if it was wobbling, the hair and the jaw line are slightly off, The shoulders need a bit of work, the right arm becomes thicker as it pulls back, making it also look inconsistent, the belt and the holster going around the waist go up and down way too extremely, and doesn’t look convincing, the trousers’ creases are too wobbly, making it almost look like jelly. On the other hand, I like how the feather ended up, as well as the overall movement of the walk cycle. I think that if I managed to polish the elements that I’ve mentioned above, I could end up with a very decent walk cycle
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kasdein · 3 years
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First roughs of the walk cycle. Overall quite happy with the results, I tried to add some shoulder movement to add some depth to the character and I think it turned out quite well! I think the knees are a bit wobbly so that’s something I need to look out for
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kasdein · 3 years
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3 little exercises that were given to us as prompts. First one is make a character stretch then touch their toes, second one is make a character do star jumps, and last one was a free exercise were you could represent any kind of workout. I really enjoyed these exercises, and experiment quite a bit, especially with the smear frames on the second exercise. I think there is some little tweaks I could do here and there, but I’m very happy with the results over all!
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kasdein · 3 years
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This is my first attempt at developing one of the simpler character designs. Although I don’t know if I am going to stick with this design in particular, since I have never been through this process before, I thought it would be a good idea to go through the process once to understand it and do it more efficiently with the design I’ll ultimately keep! 
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kasdein · 3 years
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Follow up on the cowboy character design research. I focused the research on shapes and costumes, trying to stay simple and slowly delve into detail. This has been quite an challenge since I usually have an slightly more academic background. I really have enjoyed the process though, and I think the idea of starting simple really has helped me out in getting more interesting designs.
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kasdein · 3 years
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Christmas task I had lost and managed to recover.
I’m quite happy with how it turned out in the end, especially how the ball moves in space on the second panel.
I think I was slightly too ambitious for the third exercise, and ended spending twice as much time than the two other combined, it was fun to do nonetheless!
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kasdein · 3 years
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Animation analysis - Walk cycle 4 The steps are out of sync the owner treading along in small arcs, then sliding in larger arcs, almost falling when sliding his body shifts forward at the top as he tries to catch balance dog leading the path, making big steps, then pulling on the lead making his owner almost fall When his owner takes to long, the dog is pulled back slightly which causes it to pull harder on the lead. When this happens, the front legs of the dog move as a secondary action to sell the idea of a powerful pull. this is even more sold with the owner having to catch his hat before it falls, making the whole action feel more real.
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kasdein · 3 years
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Animation analysis - Walk cycle 3 The steps are in sync The bend of the knees are similar There are 2 matching colors and 1 macthing pattern + 3 colors for skin, hair and tights There are similar curvatures of the lines Both arms and thighs have similar shapes Both their faces are pointing to the sky The lease follows the curvature of the dog's neck and the top of the owner’s dress The characters look elegant, prideful, almost smug
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kasdein · 3 years
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Animation analysis - Walk cycle 2 The steps are out of sync The bend of the owners knees and the dog’s legs are similar There are 2 Matching colors + 2 for skin and jumper similar curve of the back both rears sticking upwards both have their faces towards the sky both characters are rounded lease creates a triangle characters look upright, prideful, almost stuck up
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kasdein · 3 years
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Animation analysis - Walk cycle 1 The steps are in sync The bend of the knees are the same There are 3 matching colors + 1 for the face’s skin Same type of curvature for the lines Both the owner and the dog are skinny Their faces are matching (pointy). They have the exact same hair The lease follows the curve of the dogs neck's and the owner's back The characters look relaxed, chill, almost slacking. The tail and the suitcase are overlapping the action, serving as secondary actions.
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kasdein · 3 years
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Character design research - Cowboy - 1 First stage of character design research. Since I have never really done character design before, I have been having fun trying to figure out how it works and trying to step out of my comfort zone, which tends to be more of a realistic approach. I tried to simplify as much as I could before trying to develop designs further so I could have an interesting body structure and dynamic for a character. Whilst researching on the wild west, I have found two interesting possibilities for a character, one being the possibility of creating a travelling musician, since the instruments of the time peaked my interest, but what I found even more interesting is the idea that prosthetics used to exist at the time, so I thought it would be very interesting to create a character with some sort of rustic limb replacement.  Overall I quite like the use of irregular hourglasses for the last design I have, and I think a couple others would be worth experimenting further with.
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kasdein · 3 years
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First experiments with Maya, having fun so far! I found the software to be slightly tricky to get to do something when you’re looking to do something specific, but I’ve been able to find my way with guides online relatively easily. I’ve had a blast experimenting with light and creating shapes, and I can’t wait to learn more on those or learn how to sculpt! 
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