Design the knight character in Inkscape - Part 2

2D Game Character Animation With DragonBones and Inkscape 2D game character animation with DragonBones and Inkscape
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Transcript

Okay, so now I have the helmet and now I need a body. Let's just give him a little cue buddy. Obviously, I'm gonna be just a square and go to path object to path and I got to shape it. Very proud little fellow. This is as dark as this one. So, with Ctrl D, I duplicate this, I remove the stroke and I make it light.

Now I have a lighter part in here See it's a bit of simple 3d ish thing that I give a bit of shading to my corrector just three colors but still gives a nice amount of shading. No, I give the shoulder blade Oh before that Ctrl G let's group this together. Okay, so the buddies one group. I did all the shoulder blades just around the square. I retreat I caught off with control minus with another square. Make it this color.

And they bend the bottom. It's nice. Now I make a tweak. I think this one And I put it here as covering the edge of the blade. And this cover can be, let's say looking like this perfect, like a very shiny thing. Okay?

I go to path, stroke to path. This way it's gonna be a stroke path so it's not a stroke anymore. I do the same with these ones. Ba stroke the perfect and no I add a light which is a highlight. Doesn't need a stroke. needs to feel and feel has to be very bright.

Okay, maybe not these bright but good blueish Okay, perfect. No babies can be very by right. Okay, so this is my very high highlighting this drawing and applicate the basic shape, select both, and then go to path intersection. And now I have it got and with page down I just push it down to the other one. Now I select all of these control D control plus merged it together. And now I give it a stroke stroke which is 18 to my double stroke and I send this to the back.

I group it up and I did basically the same which I did with the hammer and now I have this beautiful shoulder plate gonna be a bit easier with the arm. Right? Do it like this the stroke this time gonna be just nine. I make it to this middle blue align it, which is Ctrl A, I opened the alignment and ally on it like this. Okay, I add the circle as well to cover up the joins perfect. And I can add another little circle in it.

Just to make a highlight. I pick my highlight blue, and I remove it Shift Ctrl F i remove the stroke tiny things, small things, but these gonna make it shiny and moral life If I go into the helmet, I can add Ctrl D, this blue and I can add the highlight also here. Control minus duplicate the blue. Good Quantico star I made the difference. So now it's even has a highlight here. I could even give it here you can play as much as you want, you can give as many details as you want.

Just want to make a simple corruptor for you now. So this is the arm this will probably move as one piece you could break it up differently just for now we're going to be one piece. This is the lower arm and you're gonna have a gauntlet which is like big metal glove basically a very simple one it's gonna be gonna look like a proper over mminton fixed edge. Select these, put them together. Select this edge, make it rounded look looks like a glove All right. And the feast I gonna make a very very easy now I just make around the trip and I imagine with quanto plus and that's my hand what I also can do make it darker and duplicated make don't do and applicate I make a brighter brighter part for the feast and this year intersection Now I have the hand I duplicated, give it a stroke, Shift, click and the stroke has to be 18.

You already know why, because I will put it in the back behind the group. It's a bit vague now in the outline, and if I scale it down now, the stroke go also a bit smaller, it's gonna be 15 point whatever pixels. So before I scale it down, I turn off this one. So when scaling object, the stroke won't go with it. Turn it off. Stroke goes back.

Nice. I have the fist I need this one. lower arm and the fist. Now I just move away the arm. Alright, and I give the little guy maybe he's already 10 standing today tough so I just around it a bit. Perfect.

All right. body's intermediate arm is there. Okay, what I need is the lower part. gonna look a bit like diapers. I know my steel. It works.

This is the lower part. At the end, I put it behind and I am adding the legs which I am copy for this element. Because I want the legs being the same as my arm. I circled it totally. Again, this one for the knees. And then with this one I'm going to play a bit.

I coordinate out totally. And I go to path, object to path and then make it a bit thicker like the lower legs. declare it as a hot cough. I double click on the node will this one off and give him little boots. put this behind Perfect. Now these and these I grew up as one object and this is just another maybe it can be like no plastic.

Okay, we are getting there. So I have the My Little Night and he said, You know, I already can play with it like it's moving for glory. Okay and I domesticate this. At the end I send it behind, and I know about going to be about here. I make it darker. So that's behind, I can't even make it more doc.

Okay, so it stands out more that it's the earlier one. Do the same with the arm. I duplicate and this will be the rear arm. So I take away the shines and I use these darker blue. With these, what I create is depth and easier to understand how to animate. It's good for us now for learning but it's also good for the game if it looks better and easier to understand.

And now I can't even move on. What I see it's too long, so I make it shorter. And why is it too long that I don't need this one. And I just put together All you need this element just don't want him to have too long arms. Okay, more or less. So this is fine and this is shorter.

So that's it. He has arms, he has knees he has elbows he can bend he can move. I will add also a little bit of extra in the next video and then we are exporting and ready to animate

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