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Messages - G_Dragon
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11
2D & 3D / Re: Burned Grass
« on: March 31, 2010, 01:45:00 am »
No problem, glad I could help.

12
Pixel Art / Re: [WIP]Sprites for a game
« on: March 26, 2010, 12:59:37 am »
The gun should actually push the guy back from recoil. If you want a good example of people firing guns, check out youtube or some place like that. Also, adding to the ragdoll comment, try to picture what forces are acting on the character and gun. For example, the rifle is pushing back as the bullet is going forward, which is pushing anything that it is in direct contact with the gun back (chest and hands), and any limbs that are connected to that is reacting and this chain reaction happens all the way to the ground. Also, remember that the force should dissipate through out the body as the joints dampen the gun's force.

In other words, study clips from youtube until you see what is happening there. Or, if you know anyone with access to a gun and a gun range, then see if you can go with them and learn how shooting looks.

13
2D & 3D / Re: Burned Grass
« on: March 20, 2010, 09:08:37 pm »

http://indreams-studios.com/g_dragon/tiles.zip

Few modifications to my original file-
-Better texture system. Now any signs of tiling should be harder to notice. Also, specular maps and normal maps are quasi-automatically generated. If you want sharper/ higher contrast highlights and bumpiness, then go to the colour ramps in the texture node window (top rightish) And play with the position of the makers on the colour ramp. If you want to change the texture too, then there's a texture node in the same window. Everything else should work perfectly if you don't change the base mesh.
- Finding the specularity slider should be easier to find. Feel free to turn it to 0 or whatever works.
- The mesh now has a displacement map. In other words, the mesh is also bumpy. You can change it in the mesh edit menu.
- The scene supports "linear workflow". In other words, when the scene renders, the scene will be really dark then it'll lighten up at the last moment. That is normal.
- If you change the camera angle, then do this.
    1- Make sure the mesh is selected and clear the scale (alt+s)
    2- Pull out a scientific calculator. Plug in this formula- (1/sin(cameraangle))*meshscale
        - If you didn't scale the mesh, then ignore the *meshscale
        - If you want the camera to use the typical pixel isometric camera angle, then you'll need to clear the rotation on the camera (alt+r) rotate the camera 90 degrees on the x axis (r x 90) then pull out the scientific calculator and plug in atan(0.5) and go back to blender and rotate the camera again without clearing the rotation (r x - then the number). After that, scale the mesh's y axis with this formula (1/sin(90-atan(0.5)))*meshscale.
    3- Scale the y axis with the calculator's output (s y then the number)

Hopefully that all makes sense and works for you.

14
2D & 3D / Re: Burned Grass
« on: March 20, 2010, 06:18:48 am »
Jorund. Sorry, forgot to take the specularity out. Just go to the material settings for the object and find the specularity slider. Turn spec to 0.

15
2D & 3D / Re: Burned Grass
« on: March 16, 2010, 02:23:14 am »
Alright, quickly mocked up how they could have done it.



If you use Blender, here's the blend file.
http://indreams-studios.com/g_dragon/tiles.blend

16
2D & 3D / Re: Problem
« on: June 07, 2009, 06:28:34 pm »
The UV Unwrap mode has been merged with the Mesh Edit mode. Also, there are two ways you can view the texture. There's the way that Zerath showed you with changing the view to Textured mode, or you can press shift + T to switch to Solid Texture in Solid draw mode.

17
2D & 3D / Re: Coelacanth 01 Low Poly
« on: February 18, 2009, 04:45:25 am »
If you want to make it pixelly at render time, you can just turn off the osa. For the real time view, you have to pull down the user interface (just go to the border between the 3d window and the top bar and pull it down), go to System and OpenGL, and turn off mipmapping. I don't know if the interpol will do anything, even if you turn on opengl rendering in the game option.

18
Pixel Art / Angry Salesman
« on: December 12, 2008, 11:05:32 pm »
He's more or less done. Just slowly getting back into the swing of things again. Anyways, I'll take any crits I get and will probably tweak him too.


14 colours.

19
Archived Activities / Re: The Official Secret Santa 2006
« on: December 24, 2006, 07:05:40 pm »
Thanks Delgneith for the present. It's pretty awesome.
Darien, sorry this isn't pixel art. Turns out my pixel art skills are rather crappy. I was going to do something using polygons and such, but I ran out of time. And vector art is fun! :D

20
Archived Activities / Re: The Official Secret Santa 2006 Sign Up
« on: December 01, 2006, 06:33:04 am »
Holy cow! Sign me up! I've been waiting for this for a year now! :D

Edit: Forgot to put stuff in.

I like games, Goldy (my avatar, which I still need to upload.), drawing, and basically any random crap.

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