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Messages - LoTekK
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11
2D & 3D / Re: Blue Falcon
« on: December 18, 2009, 06:54:31 am »
Could you post a wire frame of the car/ship with out transparency on, it's a bit hard to see whats going on with the geometry.

12
2D & 3D / Re: Blue Falcon
« on: December 18, 2009, 06:05:17 am »
Straighten out those UVs. You'll have a hell of a time painting sharp details at a diagonal at that texture size. With smaller textures, you really want the UV edges to be as close to vertical/horizontal as possible without introducing too much stretching/warping. The main shell, for example; you can straighten out the back row of edges. The side panels should probably be overlaid on each other (go with the orientation of the top one). Looking at the flats, you're going to want to move and resize stuff to maintain similar texel density; right now the main shell is being given less than a quarter of the texture space, even though it's going to come under the greatest scrutiny. You can probably get rid of the underside entirely in the geometry, unless you plan on being able to see it, in which case you can still reduce the size of it in the unwrap significantly.

Also, what jakten said about the wires sans transparency. Show us wires from various angles.

13
2D & 3D / Re: Bitten by the sidescroller bug...
« on: December 18, 2009, 02:33:53 am »
Hell yeah! That's feeling all powerful and punchy now. :D Also, I'm generally a fan of OTT muzzle flashes, so the one you've got warms my heart, being all blindingly-bright and huge. :p

14
General Discussion / Re: honor over dollars
« on: December 17, 2009, 04:24:00 pm »
Ai, fair point about wording/vocab, though we could each probably sit and make points for and against both sides endlessly. :)

As for the second part, I hope you were agreeing with me, and not refuting me, since that's almost exactly what I said. :p

tetsuo: What Jad said. There's typically a clear difference between homage and ripping/fraud/theft.

15
2D & 3D / Re: Bitten by the sidescroller bug...
« on: December 17, 2009, 08:27:46 am »
What might help with the firing animation is a slight alteration to the the timing. Try having the guns straighten out before/during the "crouch". Right now it feels a little odd because it's almost as if the bot is sliding forward in order for the weapon to stabilise/straighten. Having it straighten earlier also allows you to make the recoil kick in earlier as well.

16
General Discussion / Re: honor over dollars
« on: December 17, 2009, 07:31:23 am »
Did the artist there get his name dragged in the mud? Was there a lawsuit? Maybe there is a long history of ripping and editing:

Granted, rips/paintovers, etc, may not be noticed by the general public, but they do get noticed, especially if you're talking about a particular style/artist. At some point, though, yes, the line gets a bit fuzzy as to what is theft and what is not.

Quote
Realistically borrowing from several sources is going to be quicker than learning all the fundamentals. It might be something pros don't have to do, but I'd be interested to know if they otherwise are forced to compromise their 'honor' due to time/budget constraints. Of course the hobbyists say never rip, just spend another 10 years meticulously practicing before trying a paid project.

Honor doesn't really play into it. Influences are going to come from all over the place, some more intentional than others, and ultimately as a professional, you use whatever tools are at hand to complete a job. That said, if you're going to be editing the hell out of a sprite, why not save yourself the trouble of reworking something and just use reference instead? If you're going to rework a sprite to a different style, for example, I can all but guarantee it's going to be less hassle to start it from scratch using something else as reference. And now I shall re-quote the important parts of your statement:

Quote
the hobbyists say never rip, just spend another 10 years meticulously practicing [but] learning all the fundamentals...might be something pros don't have to do

Can you see how backwards that statement is?

17
General Discussion / Re: honor over dollars
« on: December 17, 2009, 04:13:23 am »
Aside from the moral quagmire of theft (because it /is/ theft), there's the obvious potential legal wranglings. It simply isn't worth it. Rip someone's art for one paid job, you might get away with it assuming the game never sees the light of day. You might get away with it a second time, maybe a third, but you'll eventually get called out, and then what? Your name gets dragged through the mud, you potentially deal with infringement lawsuits, etc. Even if you don't get caught, there's that looming fear hanging over your head. It's simply not worth it.

In short, Helm's right. Just practise horses (or more generally, quadrupeds). Even if you don't get /this/ job, you're expanding your artistic vocabulary, and that's never a bad thing.

18
2D & 3D / Re: Blocky the Thug
« on: December 16, 2009, 08:38:20 am »


Spend a couple of tris and give him a nose. With the polycount, you could get a nose, and even some ears on there, possibly a mouth. From the shots (post wireframes), it looks like you simply took a subdivided cube with a neck and moved some verts around. Be bold: cut some edges, turn them, tweak them, study other lowpoly models to see where they place their edges. Also, your texture is crying out for some contrast. Additionally, at the resolution you're using, you'd be better off painting and then doing pixel touchup, rather than doing 4/8-bit pixel work.

edit:
also, feel free to lose the watermark. It's distracting, and doesn't stop anyone from stealing the images, were they so inclined. Just stick with the title and info text. Really.

19
Pixel Art / Re: Tiles 'n' props 'n' stuff
« on: December 16, 2009, 03:43:22 am »
cheers, EyeCraft, those are some yummy edits. :) Yeah, I had a bit too much separation between some of the shades, which was part of where some of my trouble was coming from. Thanks for the pointers on the vine silhouettes. I wasn't too sure how best to approach those, and I kept bouncing between harmonious and irregular, and ended up with a bit of a mess. :p Come to think of it, looking at them again now, I may have gotten a bit lazy with the vines, as far as buffers/AA. -_-

Can't show a mockup with characters just yet, though I'll try and put a bit of time aside today to construct something vaguely scene-like with the tiles later today.

Still no mockup, but I did some buffering/AA to a couple of them, and did a bit more cleanup on the tree. Haven't touched AA for that one, and I'm not entirely sure I have the willpower to do so. :p



edit:
Did up a fan vent thing, with and without mesh cover:




20
Cheers, Ai, those are pretty neat. Looks like I'll have to do a bit of digesting this evening. :)

ptoing, I guess my main aim in asking was more of a productivity question than anything; less to do with regular gradients/transitioning, and more with getting a first-pass irregular dither pattern fill to tweak (say, to initially define a rough, irregular surface). You're right, though; in most cases the standard dither patterns work perfectly well with a bit of hand editing.

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