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Messages - snader
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Pixel Art / Re: SNES/GBA-ish Dark Mansion
« on: November 15, 2014, 03:50:38 am »
Hey I figured I'd post my edit here as well, so the pros can give some feedback in relation to it.

Could you ask what they would think of using strips instead of individual tiles?

I think that for instance it would look pretty good to have the wall-width covered with a simple gradient and 1 focal piece.

Then you would have mostly large tiles, a couple of strips in the (vertical) middle to fade between colors, and then some detail in the middle of the wall. Imma whip you up something in a bit.


Top is the endresult
Middle shows which parts can be made with whole sheets (dark colors) and which consist of small strips (light colors)
Lowest one shows which tile sheets need to be cut (in red) regardless of what's on the image, because of the 'canvas' size: 85x47 is not nicely divisible by 4.

Maybe if you show them this they're willing to do this technique wallwide, and only a "unique" piece of 6 sheets wide somewhere in the room. Or 2 columns of 3 sheets or 3 of 2 wide. This could give us the chance to make a nice simple pattern/background for most of the room, with some detailed parts. This way we'll get a bit nicer spread of detail, and it doesn't look as much like it's to save time.
Imma make another mockup.

Heh. Would've loved to enter but I only just now see this entire thing so I'm late to the game to put it mildly.
Cool thing you've got there though.

Y'know what. Screw it, let's see what I can churn out in a night. It's not fun to have a competition with just one contestant.

What's the exact time? Tuesday evening 23:59 GMT? EST?

Edit: Nevermind. The first things I tried to edit didn't work. Replacing the laser images with empty images doesn't make it go away, it just makes the color go blue/green. Changing the size of the enemy sprite doesn't affect the size of the hitboxes. I won't be submitting anything.

2D & 3D / Re: Little Dwarf
« on: January 10, 2009, 12:44:43 pm »
Hmm.....I tend to feel that extra-sizing the face of a model is the worst sin since the arbitrary blue ambient...

I agree - though I don't mind the blue ambient. The artist is supposed to be conveying a holistic effect - that the art is all made by the same primary atom. We're pixel artists, aren't we? We all know how mixing resolutions hurts the art and although this is inevitable to a degree in 3d it seems because of applying perspective and skew on an otherwise flat pixel map, to actually deliberately go in and make one surface much higher res than the rest just screams to me "bad priorities". Yes, I know everybody does it.

It's often done because we focus more on certain areas, for instance the face. On low-performance/retro machines this was more visible then nowadays, because nowadays filters blur the pixels (omgwhat!? yes.) so its all a lot smoother, and you'll hardly notice it when a part like the legs uses big pixels because its all smooth. On the face however it'd look blurry, and you need more pixels to create sharp lines etc.

Also part of it is distance, i think, when you see a person from a distance you see the whole body, but you wouldnt need the full 2048² texture since the model would only be say.. 600 pixels on screen. Up close you'd see the texture at a bigger scale but you'd only see the face and a part of the torso. so logically the torso would receive higher res then the legs.

It's all about focus and how often/at what size you see something on screen and the amount of detail in the surface (hair has lots of detail, but you could stretch them lengthwise a bit. faces are very complex and we notice errors faster,  concrete slabs are less detailed and having a bit bigger crack in it won't look as odd. etc etc.)

2D & 3D / Re: [WIP] BOB
« on: January 03, 2009, 06:59:49 pm »
this reminds me of blobby

theres quite some optimization you could do in areas like the legs and the top of the head and the cornmers of the mouth

also its a good idea to unwrap the thing properly, making the legs and the head separate, to save time
and the texture resolution of 256x157 makes no sense work with powazz of 2

2D & 3D / Re: some more lowpoly stuffs
« on: December 29, 2008, 01:26:14 am »
I'm curious to wireframes of the last 2 as I don't think either of them require that amount of triangles for this type of style and detail.

i believe santa has 8 sided arms and 6 sided legs.. think thats why they so 'highpoly'

2D & 3D / Re: Gluggernaut 3d
« on: December 29, 2008, 01:22:08 am »
personally, i feel 3 sided fingers would be plenty for this.

then stuff those polies in the head/face because that looks really boring atm and i dont think you're gonna get away with just texturing the glasses/eyesockets

2D & 3D / Re: Little Dwarf
« on: December 16, 2008, 09:04:56 pm »
the face wants more pixels

2D & 3D / Re: A car (yeah, how original!)
« on: December 16, 2008, 08:44:24 pm »
very spiffy sir, very spiffy indeed.
i'm sort of missing mirrors though, i think if you optimize the side a bit you could make the mirrors and not add to the polycount,
you could also take a few polies off of the tires as previously mentioned.

and a note on the texturing.. the dithering and dither-aa doesnt work well in a 3d environment, it gets messy really fast
it might be nice to study stuff a bit to see how he does texturing

with proper mirroring etc you could compress your texture into a 128x128


2D & 3D / Re: Nanovoid
« on: December 10, 2008, 11:14:17 am »
you're using mostly round shapes which makes things feel a bit blobby, try putting in some boxy hallways or something around the starbase, also make some antennae stick out.
As mentioned before the battlecruiser doesnt fel like one, i personally see it more as a transport ship, maybe some sort of luxury cruise thing. it's got no weaponry, no shield and no agressive look.
the small ships don't look too interesting either but thatt'll probably clear up with some textures
do you have some concepts of thumbnails we can see?

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