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Messages - madPXL
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2D & 3D / Re: Low Poly Bird
« on: April 22, 2010, 08:14:41 pm »
ilkke is coming to the 3D world ! Welcome !
Very nice bird, you should try blender after some trainings :)

2D & 3D / Re: Robot wip
« on: June 17, 2009, 09:47:51 pm »
Really nice model ptoing but...the texture...or maybe I should say the uv mapping... :'(

I think that you should work with rectangular/square uv as some of mine:

When I'm looking at your robot, some pixels look not great (when you have black line for example)
and you could have more pixels to use if you made some optimisations :)

also it takes more time too...

2D & 3D / Re: Tutorials?
« on: June 01, 2009, 11:58:12 pm »
I come from 3ds max (1 year of modelling with it) and after 3 weeks spent to understand how the blender ui works (several tests from tutorials as mesh modeling, rigging, posing, uv mapping, rendering, etc...),
now (4 month later) I prefer 100 times blender to 3Ds max...

I will recommend those sites for anyone interested by some blender tutorials:

but the way to make good low poly meshes depends from your time and the good use/learn of the software.
I don't choose Blender because it's FREE, but because I'm more efficient with it :)

2D & 3D / Re: Crocodingus [iPhone version]
« on: March 03, 2009, 12:52:08 pm »
For the current 3D view, you have to turn off the mipmap option from System & OpenGL on the hidden top menu of blender.
For the render, you have to turn off the OSA option.

For the UV mapping, the easy way is to work with the pixel snap option enabled and to make a mapping with square/rectangular UV.

2D & 3D / Re: Crocodingus [iPhone version]
« on: January 12, 2009, 01:01:19 am »
as promised:

Since you learned Blender for this, may I ask if you are planning to learn OpenGL by yourself too?
I will not learn OpenGL by myself because I'm working with some independents developers ^__^

Just realised that the texture on the box does not make much sense if you think about it for more than a few seconds.
How the wooden planks are put together I mean.
Edit on the box!

I think it's important that the ground tile contains a lot of eye candy in it's pattern, while the walls are all about adding depth to the equation...and if posible those ground tiles one floor above the playing ground should NOT have the same texture as the ground, since they're not playable.
I will try another ground and wall texture, maybe rocks?

it still looks so blended together! O really think you should take ptoing's sugestions into consideration.
Ill try and work on an edit as soon as I can
I want to keep a sunlight ambient for the game. That's why the colours turns to yellow and looks "so blended" but I'm waiting your edit :)

2D & 3D / Re: Crocodingus [iPhone version]
« on: December 30, 2008, 01:05:22 am »
For the moment, I think that I'm done with the "perfectionist" touch:

Thanks again with your replies:)

Next post -> Monkey+Star+Banana!

Archived Activities / Re: Secret Santa 2008!
« on: December 26, 2008, 05:01:58 pm »
Well done everyone :)
Special thanks to Rosse for his cube-shaped version of Mario Bros meeting Crocodingus :D

2D & 3D / Re: Crocodingus [iPhone version]
« on: December 23, 2008, 12:40:15 am »
new render based on some of your critics:

@ndchristie -> the blue/green for the palmtrees and the crocodile is good point.
@PypeBros -> remove the grass at the bottom doesn't look great :(. It's the same for the flowers' shadows.
@dock -> maybe :) it depends from the engine.
@nelis -> I"ve already rigged the character (from the nds version) and I didn't got any problems with it.
@Jakten -> For the moment I would like to get the same gameplay with the touchscreen. I don't know if we will use the tilt control...

2D & 3D / Crocodingus [iPhone version]
« on: December 18, 2008, 12:35:06 am »
The return of the cube-shaped crocodile!

This time, it will be a "commercial" version of the nindendo ds homebrew game to run on the iPhone.
Currently, I'm trying to do my best on it. I just learned Blender to work on 3D and I'm using cosmigo promotion for all of the textures. Gimp will be used to create mockups.

The first wip, but I'm not entirely happy with the global color. Maybe I will make sand instead of grass, or not...

some textures:


In need of C&C :)


2D & 3D / Re: Gluggernaut 3d
« on: December 17, 2008, 08:33:42 am »
Very nice Indigo.
For your Gluggernaut, you should down the tris to 500 max.
For the UV mapping and texturing, maybe you should use (and learn if not) blender if you want to be on the way of the "free" softwares. It's very easy, nearly as 3ds max.

And I hope that you will use a pixel art texture!

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