Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - skeddles
Pages: [1] 2 3 ... 20

Pixel Art / Re: Prehistoric Hunt
« on: March 16, 2012, 01:18:56 am »

You've got a handful of tangents.
Tangents are when parts of an image align or nearly align, causing them appear to "interact" when not intended to.
This is usually considered unintentional if the 2 elements exist in different perspective planes.
It is distracting to the flow and space of the image.

A classic example of Tangent:

and the full image:

You can however use Tangents intentionally to create focal points. So don't just assume that they are all bad and avoid them for your entire life.
They aren't even that big of a deal. But if you can weed out unintentional tangents you will have much more control over the flow of your image.
There might be a few more lurking about but these jumped out as being the most damaging.

Thanks for that, really helpful, something I'll have to watch out for.
I removed the vine, will fix the guy when I tackle him again.

The only one I don't know about is the boar butt. If I put space in between him and the tree wont the space be noticeable and create the same kind of effect? I guess it's better than it looking like he's sitting on it.

reworking the boar, I might want to go with a more muscular and less hairy version, but I don't think my anatomy skills are good enough for it to look good...

but here's what I got so far

Pixel Art / Re: Prehistoric Hunt
« on: March 15, 2012, 06:06:33 pm »
thanks for the reply, I haven't worked on the characters yet, still fooling with the background, but I'll try to address those problems

I've tried giving a bark texture to the tree

recolored the bird to fit into the piece as well

Pixel Art / Prehistoric Hunt
« on: March 14, 2012, 01:22:48 am »
Also on PJ forums, but though I'd post here as well

here's what I have so far.


so I'm working on ground and stuff now, but was talking with indigo and he said I focused too much on detail, and not enough on forms and shapes

basically, I need to figure out how to better shade the tree, and maybe rocks.
here was my first attempt at bettering the bark:

but I don't think it's possible to get it sharp enough to look good, and it kind of just looks like messy clay... I tried looking at images of trees, but they're all flat and boring, not the interesting twisty kind that people love

anyway, post on trees or whatever you want

2D & 3D / Re: Yet another car
« on: January 02, 2012, 10:51:16 pm »
pretty nice, I like how simple the model is, I kinda wanna do one now...

what's with the line down the middle of the model in the 3d render? did you mirror it? that's happened to me before, no clue how to solve it

Pixel Art / Re: [WIP] Bioshock 2D Mockup
« on: November 04, 2011, 06:55:16 pm »
hey, avoid using dithering, especially on the sprites, don't be afraid to just add more colors.  :)

2D & 3D / Re: LowPoly motorbike club - "Edge Splitterz MC"
« on: October 19, 2011, 04:52:13 pm »
Love this, the style is so awesome, closer to what I was aiming for with my low poly model. Would be perfect for a game (you're spot on with going for DS style). Nice presentation too, the thick outlines and spinning animation look really cool.  :y:

Oh and the animations are great too.

2D & 3D / Re: Old junk
« on: October 19, 2011, 04:51:03 pm »
Love that tank, how it's realistic even with the low polys.

2D & 3D / Re: Low Spec 3D - Chibi Man (first time)
« on: September 06, 2011, 12:13:25 am »
Kenneth's stuff looks good because it is mostly rectangular polys on the model mapped to rectangular polys on the uv. Where he does have a triangle or a deformed quad he either give it a solid fill (fit the whole poly into a single texel), or keeps quad close to rectangular.

You can get around this problem by matching the shape model and uv polys:

Hm... thanks, I see what you mean, I think it would look bad if pixels were cut off, but I can see where you would want to do that, like if it was subtle or there was nothing important on the edges, in fact if you had like a circle inside a deformed quad, it would be better to do it that way.

Anyway, here's my progress, started over, fairly happy with the body for now, not sure if I should leave the head in it's current shape or play with it a little. All I did was bevel a cube. It feels lazy, and looks a bit too uniform imo, but it seems like a lot of low poly heads are like that (most are low poly spheres, but I didn't want it to be too circular since it might not match the style). I also don't want it to be too realistic, I want a cartoony chibiish look.  ::)

After 800,000,000 hours, I'm finally done UV mapping.

I think that took longer than the modeling. Though I do like UV mapping, I actually know what I'm supposed to achieve, unlike modeling where I don't know what route to take. Next I shall transfer the texture, and hope it doesn't look like crap!


And here it is! Textured n all. I would have done a spinning animation, but I can't figure out how to get a nice render in maya.
Only a couple things need to be fixed. A couple planes on the bottom of the side of the head were skewed, but I just used a solid color to avoid it (even though they were perfect rectangles).  Now the only thing that's messed up is the butt. Maybe I can fix it.

Final Texture Map:

If you for some reason wanted to see how the map is layed out, here's a screen:

Any crits?

I would like to do an animation, but I can't figure it out (well I can make a spinning animation, but I want to use bones and make a walk cycle), if anyone knows a good tutorial link me. I found a couple, but they were either really bad, or slightly too advanced. One series had a whole part on feet. My guy doesn't even have feet!

2D & 3D / Re: Low Spec 3D - Chibi Man (first time)
« on: September 05, 2011, 10:32:07 pm »
Hm, so I guess you really have to experiment and design your models around the limitations (making this a tougher endeavor than it seems...)

I wonder if there's a way to flip the middle edge as you said in Maya? I'll research it, though it wouldn't matter for this instance since I have an isosceles trapezoid, but would still be good to know.

I did some experimenting with adding more vertices to make the patterns show up better, dividing it vertically seems to be the best option for me, of course it's all situational.

I see that the inside lines will always be parallel with the outside edge, so you need to plan around that.

I'll keep working on mine, hopefully I can get something that I'm happy with  :lol:

2D & 3D / Re: Low Spec 3D - Chibi Man (first time)
« on: September 05, 2011, 04:09:53 pm »
thanks for responding  ;D

how does kenneth do it then?
you can tell in some of his works, that the pixels are stretched correctly

like in this robots shoulders

so are you saying you'd have to divide it up more like this?

doesn't adding more polygons to make it look better kind of defeat the purpose of lowpoly?

or maybe this would work? I'm not sure if/how I could change it, or how I could have created it like that (apart from creating the model 1 point at a time, I used cubes then attached them)

Pages: [1] 2 3 ... 20