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Messages - Cow
Pages: 1 ... 4 5 [6] 7 8 ... 53

51
Neither of those games used cylindrical billboards, the basic idea is that both of those engines utilized raycasting to create the pseudo 3d environment and used traditional sprite rendering (scaled by the distance from the player) for the enemies. There are 8 directions for all enemy animations, and the engine compares the direction of an imaginary line from the camera's position to the enemy's position with the direction the enemy is facing, rounded to the nearest 45 degrees, to determine which sprite angle is shown.

I've been looking into this for a couple months because I also really like the look and feel of these games, but making all these images by hand is a lot of work. Once actual 3d rendering became the norm it saved artists a lot of time and sanity. Your best bet when making these kind of sprites is to use a 3d modeling program to at least block everything out for the directions and keyframes and then pixel over top of those. The Doom artist, Adrian Carmack, used photos of clay models as bases for his sprites, which (despite sounding like a lot of fun) is probably only due to the technological limitations at the time.

Do you have any specific questions?

52
General Discussion / Re: Official Off-Topic Thread
« on: August 11, 2010, 06:08:59 am »
I should get round to writing Skynet
:o

53
General Discussion / Exploitative Practices in Indie Game Development
« on: August 11, 2010, 03:35:21 am »
http://kaitol.com/how-to-hire-an-artist/

I found this today on the TIGforum, I figure it might be of interest of any freelancers here but especially the young, aspiring freelancers, which there seems to be a lot of here. It discusses exploitative practices in the indie games industry from the exploiter's perspective.

54
Challenges & Activities / Re: Possible activity discussion.
« on: July 31, 2010, 11:00:21 pm »
Draw a self portrait in your 'final form'.

56
2D & 3D / Re: Official Anatomy Thread
« on: July 16, 2010, 06:15:29 am »

perfect squat form, unreffed (e: he's sitting on an invisible box, that's what I was intending. otherwise it would be all HOLYSHITBALANCEISSUES)

I need to just keep doing what I'm doing right now.

e2:
Quote from: me
I think I just need to learn the volumes of the bodyparts more
 because the shading and stuff is bad right now
 but I pretty much know where everything fits I think
 so, volume and perspective/foreshortening
agree?

57
2D & 3D / Re: Official Anatomy Thread
« on: July 14, 2010, 07:05:53 am »
Day 1

http://a.imageshack.us/img687/4166/picture174e.jpg two unreffed
http://a.imageshack.us/img704/7430/picture175bf.jpg one reffed
http://a.imageshack.us/img704/6942/picture176jj.jpg one reffed

http://a.imageshack.us/img199/3060/picture178bp.jpg a couple unreffed from a few days ago
http://img338.imageshack.us/img338/5806/picture179dc.jpg same

Sorry for terrible quality and my face all up in your grills, just showing that I'm actually doing stuff.

58
2D & 3D / Re: Official Anatomy Thread
« on: July 13, 2010, 11:59:04 pm »
I'm going to participate but I won't be able to post my drawings very often. Ryumaru's variation sounds good and I'm probably going to do it that way.

59
General Discussion / Re: are these pixels photo/color-reduced?...
« on: July 13, 2010, 04:12:16 am »
Internet detective to the rescue:



Searching for an image in Tineye can bring up the reference if it's close enough, but not always. It's a good way to check if you want to be sure though.

60
General Discussion / Re: Docking windows in GraphicsGale
« on: June 26, 2010, 07:50:58 pm »
You have to drag them to the edge of the screen in any direction and you'll see the 'drag window outline' turn noticeably less thick and when you release it it'll be docked there. Also, it'll be docked there at the same size it was before so you may want to shrink it beforehand to keep everything nice and tidy.

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