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Messages - MegaLeon
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51
Rox, i'm amazed, such a lenghty reply!
I'll try to take something out of your precious advice.
I'm using 3DS Max, i found the command to snap vertex in a grid.
I completed that box using overlapped UVs:


However, i did some mistakes, like the front and the sides hadn't the same widht so it was difficult to align those "stripes".
Here's the UV:

OK, There's a lot of space left... but, hey, one step after another.

Often, for low-poly, low-res stuff, what you can do is sacrifice some polygons for the sake of preserving texture space. Like, if you have a house there... I think that's what it's supposed to be... You could add one more edgeloop along the longest side. That way those awkward, elongated walls will turn into two nice squares that you can overlap, and at least have the texture repeat once.
I got that after i started to texture it, so wehn i add another adge it messes up everything. You have a point, anyway, i could just mirror that square in the UV. Smart.

52
That's some interesting piece of information you've got there.
One thing you could (and should) do, however, is overlapping UVs. Just have both arms share the same UV space, and both the legs as well. I doubt you're going to have a completely asymmetrical texture, so just make the UVs overlap. That way you can use the same texture space in multiple places on the character. You could also have both the sides of the body, and maybe even the bottom and top and back, all use the same one square in the texture space. That depends on how much light information you're going to paint into the texture, of course, and how you go about doing that.



I got it. In order to make some practice, i'm doing a treasure box, where a lot of elements are supposed to repeat.
Is there some easy and effective way to overlap UVs without mistakes?
For example, the top of the box is supposed to repeat, now: do i have to take and manually move the selected piece above the upper one, and so one until i have all four pieces one upper another? It's difficult to have pixel-precision with free hand.

Oh, and another thing: for example, iif a have to draw an entire wall with a flat pattern, it is possibile to have, let's say, only 10 pixel of pattern on the UV and then make it repeat (Tile it) on the plane, instead of having just one all distorted?

53
Hi guys
I was modeling for a while, but i never attempted a a proper texture.
So today i pixk a box, gave it two arms and two legs, and see what i could make out of it.
I did a rapid work, trying to get the basis.



Ok, it's a box.
But now let's give a look at the UV:



GOD! It's all messed up! I basically took parts of its body and did flatten-unfold-box mapping. Legs and arms were so crooked that i directly over-boxed them.
Unfortunatly i saved this template over the painted one (-.-') so it's one-time work.

Better!
You can help me making a good UV!
How do i do a proper UV? I keep seeing tidied UVs, where every piece is where it's supposed to be. Often i see one piece on the UV that is repeated along the model (In my case, it would be legs or arms). How can i do that? And what aboutl squared-UV, like madpixl's ones? You basically scale and rotate every face until it's a square?
Give me your best tips guys, i'm looking foward to it

54
Pixel Art / Re: [WIP] Rob The Squirrel - Little platforming game
« on: September 19, 2009, 11:06:06 am »
Alright, i was somewhow busy these days, anyway

besides the snake you already know, here are some more enemies, an hedgehog and a slug.

      

55
Pixel Art / Re: [WIP] Rob The Squirrel - Little platforming game
« on: September 16, 2009, 08:35:40 am »
Thanks for the comment and the crits, guys.

Do you want the squirrel to be more animal or human like? If he's more animal like, a squirrel run cycle, (go outside and watch squirrels) would be far more pleasing on the eye and accurate. I've never noticed them walking upright, although there was this one smoking a cigarette...... :)
Neither hedgehogs do walk upright, nor rabbits, nor bandicoots  ;D

I'd say i'm really pleased with this style, and it is my intention to make him walk like a human. I'm not looking for reality, but like thedaemon asked, i'm trying to make this game visually appealing and do my best. I have restricted myself with low resolution graphics and low colors to keep myself motivated.

Anyway, i came with a new version, with a rounder belly and a different tail. Hope it looks less foxy now.


Hover, i have no idea on how this new tail would move in an eventual animation  :huh:


56
Pixel Art / Re: [WIP] Rob The Squirrel - Little platforming game
« on: September 15, 2009, 05:07:53 pm »
It looks like you've gone back to moving the same arm and leg forward again. I adore that snake though.  :y:

oh noes.
So, the right one is the one on the RIGHT, right?
 

57
Pixel Art / Re: [WIP] Rob The Squirrel - Little platforming game
« on: September 15, 2009, 03:46:07 pm »
Did a quick edit for you, since that's the best way I seem to get my point across. :P


Nice edit you have there.
A bit too much brown in the legs, but it have some nice highlights.
Here's the new sprite


About the power-ups, don't know if it's better a shirt or a sort of flag around the neck.


Also, made the first enemy, a little snake.

58
Pixel Art / Re: [WIP] Rob The Squirrel - Little platforming game
« on: September 14, 2009, 11:02:21 pm »
The sprite is cute.  I like the critique you've recieved about it - though it looks like a fox way more than a squirrel to me...  in fact, it looks intentional.  is he supposed to be a fox?  influenced by skid the squirrel at all?

Absolutely!
If i have to tell you the truth, nights ago i dreamed about making a platform game about a squirrel named Rob (Don't know why Rob, maybe beacuse i watched Wall-e that night), so here i am.
I recall seeing that Skid image long time ago, when i was on my first pixel experiences, but i totally forgot about it.
I instead took Conker as a reference.

Maybe you're misleading it for a fox because of the spikey tail (seems that squirrels have it a bit more round and fluffy)

59
Pixel Art / Re: [WIP] Rob The Squirrel - Little platforming game
« on: September 14, 2009, 08:48:52 am »
now that i'm looking at it, i would try moving the head 1 pixel to the right.
Got it, let's give it a try.

When you run, when your left leg is forward your left arm is behind you. When your right leg is forward your right arm is behind you. Whichever leg is forward goes with opposite arm.
Whoa, it's true, i actually tried it.

OK, here's the new animation according to your suggestions. compared to the old one.
 

And here's a mockup with the new tileset. Changed the resolution to 320*240.

60
Pixel Art / Re: [WIP] Rob The Squirrel - Little platforming game
« on: September 13, 2009, 03:24:04 pm »
Oh, thanks, those two frames really make the difference.
Now i'm quite satisfied with the sprite's feel

I guess i can go ahead with other animations!

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