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#animation #blizzard #horde #orc #samuro #warcraft
Published: 2018-05-08 21:16:25 +0000 UTC; Views: 11044; Favourites: 291; Downloads: 53
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Working on a personal fan project based on Blizzard IPs.Here's Samuro from Warcraft.
"Taste my Blade!"
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Comments: 24
StormStarDragon [2018-05-14 17:43:49 +0000 UTC]
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Very nice work! Everything is drawn out and characterized well! Your line-work and shading complement each other too! The final result is fluid and pleasing to the eye, though, I believe you focused a bit too much on the smooth motion of the character in comparison to timing and allowing space for follow-through / secondary action.
Starting from the top, the first thing that catches my eye is the drastic swaying in the hair strands. While I do believe you were going for an exaggerated style of animation, for the small space that Samuro is crossing, the hair flings far too much – especially in the upward direction. In my opinion, it would look more correct if instead of flicking upward so much, it swayed in a horizontal motion that would serve to mirror how the character is shifting back-and-forth.
Moving down ward, I’ve noticed the earring is moving upward before the head falls by just a couple frames. I think the motion is fine and believable, but I’d push the effect forward a few frames on the timeline so the head can lead the movement, and the earring can shift as a secondary motion.
Taking a look at the beard, I believe there is an issue in regards to the pivot points you chose. Wherever the chin ends is where the unsupported hair starts, and that would serve as the pivot point in my opinion – currently it appears like the pivot point is about half way down the beard (by the bend if that makes sense?). The beard also appears to swell and contract, and the timing of which is does so makes it look a bit bizarre (almost as if it were breathing too). I would suggest cutting out the swell/contract motion almost entirely; a small amount could be beneficial so it doesn't appear completely static, but I'd personally rely on some minor rotations for that effect instead.
Shifting down into the chest, the left (his right) pectoralis appears to slide over the skin below it. I think the limited vertical motion in the abdomen and the dark outline on the underside of the pectoralis contribute to this appearance of overlapping. I wish the abdomen had some more movement due to the wide motion of the hips reflected in both the stance and the swaying of the armour. When I put my finger on the screen, I can tell the abdomen does in fact move, but perhaps it’s the way the belly-button region withdraws into the body that makes it appear static?
The right arm (his left) seems to stretch at the bicep rather than the elbow. I believe this could be remedied by altering the angle of which the sword is held so the animation would curl upwards rather than stretch downward so much, or keep the bicep static and make the elbow move the forearm forward/backward in space.
Taking a look at the sword, everything looks good other than a slight bulging effect on the handle-end of the blade. By the texturing/shading/colour, the decorative piece on the end looks like stone to me. For a couple frames at the south-most portion of the cycle, the stone piece seems to both rotate towards the viewer and grow in size ever so slightly. Since the sword appears flat everywhere else, this small rotation is out of place.
The cloth ties/pieces waving by his calf armour seem to suffer the most from a lack of follow-through space. Instead of floating lightly like I believe fabric would, it appears the loose pieces are being pulled by the tip in each direction. To fix this, I would drastically cut back on the amount of space they cover, and instead invest frames in follow-through and the whip-like motion such an object would take. (I’d reference this to a flag rippling in the wind, the “tail” kind of lashes back and forth in response to the waving of the “body”, so the base should lead, and the tail should follow/react.)
Lastly, I find the sagging of the pants to be a bit strange. The fabric may stretch and fold in regards to the back-and-forth movement, but for it to sag means there is a release of tension which I don’t believe is happening here due to Samuro’s knees staying the same distance apart throughout the cycle.
Overall, I think you still did an amazing job and I can tell you put a lot of time and effort into this! Hopefully my observations will be helpful. c:
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AlexRedfish In reply to StormStarDragon [2018-05-14 18:51:22 +0000 UTC]
Thanks for the detailed feedback, I'll try to improve next time
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StormStarDragon In reply to AlexRedfish [2018-05-14 19:32:37 +0000 UTC]
You're welcome! I hope it helps! <3
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MF99K [2018-05-13 20:49:07 +0000 UTC]
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Excellent attention to detail, especially in terms of the secondary action and physical animation. The puppet is rigged incredibly well for such a complex character design and is relatively seamless. The details on the armor on the hips and the angle of the left arm really give the impression of 3D (the shading helps a lot, of course). In terms of what could use improvement, the first thing I really notice is that the texture on the sword is warping slightly. I'm not sure if this is intentional or not, but it makes the sword seem much less solid. As for other minor details, the left tooth, the ponytail, and the pants seem to move a little too much, but I feel that this helps emphasize the character's movement and these details would be more a matter of choice between more realistic movement or more interesting movement
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MarcellaD20 [2018-05-10 18:11:09 +0000 UTC]
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I love how you made the 2D figure look 3D, and have it flow nicely. How did you do this idel animation? Did you make the parts separate or did you do 2D flash? This is really impressive. I guess the one critique I can give is that the chest area feels a bit off for me. This is just me, but I really don't think that the breast area should bounce that way unless the guy is chubby, like Roadhog from Overwatch. Again, this could be just me, but either why's this is very good and keep up the good work.
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AlexRedfish In reply to MarcellaD20 [2018-05-11 21:50:55 +0000 UTC]
Thanks! I used separate body parts and animated them using DragonBones software which allows mesh deformations so the parts can be distorted in a cool way to eliminate seams between parts and smooth the transitions.
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MarcellaD20 In reply to AlexRedfish [2018-05-11 22:40:31 +0000 UTC]
That's awesome. DragonBones kind of reminds me of the puppet tool in after affects.
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Mephistozor [2018-05-09 14:44:32 +0000 UTC]
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The animation is rad!! I think i'd reduce the lean on -his- left leg, just because it seems like it'd put unnecessary strain on the quad. Either reduce the lean, or kick his foot out a bit further. Besides that there's something distracting about the main column of hair, I don't know whether it's flicking too far in regards to the movement of his body - that might be it. Either way super smooth man, the timing on all the movement and how natural it all looks is really strong. Even the sagging of the pants is absolutely on point. Top stuff mate e.deviantart.net/emoticons/s/s… " width="15" height="15" alt="
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(Smile)"/>
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chiaroscurosity [2018-05-11 05:52:03 +0000 UTC]
Wicked! Love the way he looks. Kinda reminds me of a batter getting ready on home plate 😁
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MaxtheG [2018-05-09 11:59:38 +0000 UTC]
FOR THE BURNING BLADE! FOR THE HORDE! FOR SAMURO, THE SHOGUN OF OGRIMMAR! *continues doing warcries*
amazing work there, laddie! being a warcraft fan meself, i approve of this
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AlexRedfish In reply to JackBlin [2018-05-09 12:11:21 +0000 UTC]
Ну, это Самуро из Варкрафта, а у них все орки на одно лицо
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