The amount of frames is wholely dependant on how long you want the walking cycle to be. There aren't any rules on how many frames they have to be, because everyone walks at different speeds, in different ways. This is why I brought up the question of frame rate.

In animation (film in general, but I'll be discussing animation), you have a frame rate, which is the number of frames which play per second. Standards are 24, 30, and 60. The more frames you have per second, the more fluid you can animate motion.

So how many frames your walking cycle is depends on the two key factors of how long you want your walk cycle to be in seconds, and what your frame rate is set to. If you want to see how long your walk cycle is, start walking at a very steady speed, then at some point when one of your feet touches the ground, start a timer. Count every step that follows that initial one (Don't count the step you start the timer on), and when you reach the 10th step immediately stop your timer. Divide the time you got by 5, and that's your average walk cycle time. Then divide that tike by your frame rate, and that's the number of frames you would need to animate your particular walk cycle at whichever frame rate you chose.

Also, Photoshop isn't a very good application for animation at all. It has a couple features for making gifs, but overall it isn't exactly a tool for animation. If you like Adobe, consider trying Adobe Flash (or whatever they're calling Flash nowadays). You'll find it more similar to illustrator than to photoshop though, since it's vector-based, but it is a tool for animation that's been around for a while now and is a common choice for beginners due to its simplicity. Otherwise, I recommend googling "2D animation software" and using a free trial of something to see if you like it.

If you're still looking for critiques on your current walk cycle, consider having the android take slightly shorter steps, and don't have her body bend down quite so much with each step. Everything is just a little too exaggerated. You're certainly getting closer to a standard human walk! I'm sure if you told someone "this is my first attempt at animation," you would make a number of people jealous of your skill.

13 days later

Hey you have a lot of pretty nice work here!
I'd say don't be afraid to try to clean up and really push/refine your paintings. They have a pretty nice quality to them but really look unfinished, here are a couple of links to other artist that you might be able to learn from their work. Aaron Griffin Art has a bunch of great process/behind the scenes/tutorial paintings that are great to see how one might go from a super rough painting to a more refined one and Brandion Liao's older work has a rough quality to it that I think you might like. I hope this helps and look forward to more of your artwork!! ^__^

@zanben Yes Aaron is a huge inspiration of mine, love his works to bits. (also know Brandion)
It is very hard for me to go further than this, blending is something I am struggling with constantly. Either it turns out blurred or unfinished, and I choose to stop at half finished, before everything goes into the "overworked" category just to be safe... ^^" I guess its a bad habbit that I should work on...

19 days later

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Something about this makes me fall in love with this Character ^^ I love her features and she seems so...i don't know... pure ? xD if that makes sense ..

9 days later

Thank you very much! I tried to make her interesting, and not necessarily beautiful in a conventional way with her funny nose and a rather strong jawline for a girl

8 days later

what was your process and thought behind getting these vibrant rainbow-ish lights? Really like the composition and lighting :smile:

I really wanted to make an underlit, menacing tone. The character is stern, and unapologetic, so I tried to showchase just that. Originaly I made the whole picture in black and white to get the values to work, and apllied color in around the middle of the workthrough. But it still felt monochromatic with all the blue tones, and not very interesting to look at. So I decided to mess around whit some colorisation on the face, as this was my focalpoint. I wanted to frame it to make it stand out more, so I put on a glass helmet, this way the face wouldn't get covered. I looked at a lot of helmets, and glass object and found that sometimes the light or the camera (I'm not sure which) changes the colours or obscures them on the endges. This gave me the idea to mess around with the channels. Then to pull the attention away from the outter circle, I decrased the saturation, and brightness a bit on the top, and made it glow more where it met with shoulder piece. That little yellowish part was just a happy accident when my photoshop glitched out, and I kept it because it looked interresting to me.
Hope this answers the question :smile: Thank you for the comment!

Thanks yeah you answered it! This kind of stuff is always interesting to me. Keep going :smile: