The most noticeable thing is how the legs come down, it’s a very sharp, it seems very linear, and it’s at a very constant speed. And in many cases the feet are sliding along the ground, it was hard to notice, but it definitely makes it look less natural.
And the body didn’t move apart from the constant forward movement. Not as far as I could tell, at least. The back and forth motion of the abdomen is also very quick and sharp, but it’s also independent of the rest of the body. One thing you have to consider is that the abdomen is probably close to half the weight of the whole ant, and if it were moving back and forth that fast it would have a very strong pull on the rest of the body. So in order to make it more natural looking you’d need to either make it a slower, less extreme movement, or have more of the body influenced by it.
And the last thing that was unnatural was how the antenna move. On a real and they’re moving a lot, but not that fast, and it’s a more free movement, with wide sweeping arcs to feel the whole area in front of them, and maybe a little sway of the head to go along with it.
But you have a very good start, and good luck with your project!
(This should probably go in the animation section.)
I can use only soft buffered shadows, because of the alpha textures dont cast correct shadows with buffered.
And I dont want to use raytrace because of the rendering speed.
So that why it look the ant not touch the ground.
Well, first things first, great textures! The still render was jaw-dropping, atleast for me.
The animation was different. The ant would be swaying its antennae around, instead of just flopping around. And the feet would move off the contact the ground, or in animator’s terms, your walk cycle had a slight “slide” to it. You should read up on Stride paths on the wiki.