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Messages - Conzeit
Pages: 1 2 [3] 4 5 ... 143

21
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: May 10, 2016, 10:19:30 pm »
wow 100% disagree with 32 on the shadows. it's like you're simulating being lazy O.o if you can have shading auto generated go with it :p

can you add shades back in? one midtone and one broad highlight (not specular) might work.
also you still using the gxx shadows map thing?

22
Pixel Art / Re: Graphics Gale - Q and A
« on: May 10, 2016, 01:08:09 am »
on file / properties you have to check "single pallete" if you want to have it on all frames.

23
Pixel Art / Re: Fox - Render fur or keep it simple?
« on: May 02, 2016, 11:43:46 pm »

much edits. many beige. so time. wow overkill

24
2D & 3D / Re: 3D2D Animation Workflow Proposal
« on: May 02, 2016, 11:27:39 pm »
just had to say I love this stuff. I think I was the first to flip out about GGX. I totally do want to use some 3d because it seems like a great way to tween and do enviroments, but I'm kinda scared of the learning curve...I know very very little.

will look into this eventually.

EDIT: after reading the thread a bit better, Howard Day said he was already modifying the normal with his unity experiments, he's also shared his process to make 3d sprites before, specifically IRKALLA style sprites : https://forums.tigsource.com/index.php?topic=35320.msg1029055#msg1029055 we should try to get him in here

thx tsej, well be talkin =)

Has anybody tried making resizable bones like those in GGxrd? that's one of the things that interests me the most

Also, Has anybody tried contacting this yadoob person that made the GGxrd pdf? he seems to be looking at the GGxrd model himself, he reveals a nose geometry to create an outline that isnt revealed elsewhere AND he uses blender.

25
Challenges & Activities / Re: Hexquisite Corpse III
« on: February 15, 2016, 01:06:22 am »
I'mma takee T23 =O

26
General Discussion / Re: The History of Pixel Art
« on: February 03, 2016, 01:08:34 am »
nice little topic. Had a nice chat about it =D
2005 is definitively way too late for pixelation. I started being absent from it by 2005 for sure.

Madgarden told me he remembered it as a subforum to the Game Developer's Refuge from about 1998. Alex dug this up at archive.com https://web.archive.org/web/20020608081439/http://boards.swoo.net/cgi-bin/ikonboard.cgi?s=3cfdbfd81e80ffff from 2002, but I'm pretty sure I was here by 2001. I guess I may be off by a year but it's defintively not 2005

 

27
Job offers / Re: Short Film Needs Pixel Artwork and Animation
« on: January 12, 2016, 08:16:18 pm »
Hi! I'm interested. I'm just gonna quote my portfolio post :p
I've been doing pixelart, specialized on animation roughly since year 2000, working professionally ever since I reach majority of age in 2003. I have worked with Wayforward, Duelyst, Skullgirls and RocketCat Games.

Please contact at
craftmused (at) riseup.net

Fx for Duelyst









I've also done puppet/modular animation in spine





a bit more at
https://craftmused.wordpress.com/portfolio/

28
Portfolios / Re: Conzeit: longtime Animator/pixelartist
« on: January 12, 2016, 05:00:58 am »
bump! looking for work!

have some carwrecks from Deathroad to Canada

29
Pixel Art / Re: Animated Pixelated Youtubr Series
« on: January 12, 2016, 02:30:47 am »
is there a video. animatic. mockup, sketch. synopsis anything?

30
Pixel Art / Re: Player Character Animations
« on: December 29, 2015, 06:37:39 pm »
normally with your sprites  the  S/w s/e n/w n/e views dont look weird, cause they're bipeds, but the  S/w s/e are looking weird, the face is obviously not from that projection. The n/w n/e legs are also looking weird, they dont connect like you would expect for that perspective, I dont know what rationale you used to incline the lines there but it looks off

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