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Why isnt the zipper and the ammo moving?
Also, it looks like he's barely holding on to such a heavy weapon
I love this. I know some people say the animation looks kind of weird, but it reminds me of some of the effects they used on the SNES, and in that respect I say it works. It adds an element of unrealism that fits this guy.
It's extremely funny to imagine the violent shaking and face as side-effects of trying really, really hard to hold up something that's way too heavy for him.
Great at first sight! Some details look disturbing at close-up range: the unmoving ammo, the textureless/dithergasmic vest, the grenades which for some reason look flat. The hole in the shoe, too.
I have no idea what's the meaning of it, but the monocle+stache is hilarious!
Nice, reminds me of the heavy in TF2 but with TFC colors.
How about a compromise - you could remove the animation everywhere but the face! Because I like the face animation. I think he's had too much cocaine.
looks great :), love the veines. the animation's fine, and even though it gives a sense of depth that the ammo belt isn't moving, i think it's also a problem here. you should lift the ammo belt, too, when he's shaking. one more thing, i think i would like it better when the shading on his left (our right) pectoral should fall off more into the other direction (towards the center).
I think you should probably remove the animation. I've heard it said that you should never animate a human/animal by just moving its parts from frame to frame, and that seems like what's happened here. It ends up looking pretty weird - which is a shame because it's an excellent piece otherwise.
looks amazing, but i think it would look even better without animation
That's because this was orignially and supposed to be a static image, but I then animated the face, and the rest followed... more or less. I was under some time constraints for TUGS so I couldn't polish the animation as much as the pixel work I'd already done.
As you can probably tell, I eyeballed this from some Heavy TF2 artwork, and the hands were that way in the reference. For the TUGS assignment, the goal was to keep as close as possible to the line art's outline.