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Messages - Cherno
Pages: [1] 2 3 ... 12

1
2D & 3D / Re: Steel Empire / Cyber empires (1991) voxels
« on: August 17, 2019, 09:47:28 pm »
I exported the voxel models to obj and then used 3D Studio Max to render the sequence. There is no real movement involved, every frame is seperate (although the voxel model was cut up into different parts like legs, top cannon, and so on).

2
2D & 3D / Steel Empire / Cyber empires (1991) voxels
« on: August 15, 2019, 06:43:33 pm »
I created voxel models for the cyborgs from 1991's Steel Empire / Cyber Empires videogame. I imagine they would be used in an isometric action game like Mech Assault or Desert Strike.

Mercury - Cyclops - Dragon

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Mars - Crossbolt - Achilles

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Hercules - Behemoth - Titan


Mars animation:



3
Pixel Art / Re: Groo the Wanderer :)
« on: June 25, 2018, 11:20:04 am »
Looks really good, thanks! I might use this.

4
Pixel Art / Re: Groo the Wanderer :)
« on: June 23, 2018, 11:55:36 am »
The nose is a defining feature of Groo, I guess I will have to continue experimenting with his face to somehow include or hint at it.

I think the original choice to make his head squashed compared to the original was becauase I wanted to fit the sprite into a certain box, like 32 or such IIRC. It's nonsense but I somehow went with it.

I like the changes to his lower body, with the frayed shirt (?) and shadow line under it.

The colors are just random ones I picked from the source images.

I'd really like to put these characters in a very simple 2d sidescrolling hack & slash game where Groo is given quests by The Sage and collects jars of cheese dip to regain health while "doing what Groo does best" - fighting huge numbers of enemies!

5
Pixel Art / Re: Groo the Wanderer :)
« on: June 11, 2018, 11:03:21 pm »
Here are some of the other recurring characters.
The Sage:

Mulch, the Sage's dog:


Chakaal:

6
Pixel Art / Re: Groo the Wanderer :)
« on: June 11, 2018, 10:58:48 pm »
After a long time, I was bored so I made some animation frames for Groo :)

What I don't like is the way the sword crosses the face in the running frames, and how the upper outline of the character doesn't change much even with the up-and-down motion due to the sword taking the place of the lower head's outline.



7
2D & 3D / Re: Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: April 22, 2018, 12:26:02 am »
I agree, a vast improvement.

The barrell and crate do look more saturated, but that could be on purpose if these objects are important for the gameplay, for examples as the only containers in the area that can be destroyed so the player gets items. Important gameplay elements may be exxagerated in their presentation.

The car texture looks smudgy and really would benenfit from some proper uv mapping and a dedicated texture.

The stone posts and bench are untextured so they clash with the otherwise detailed textures on the terrain features surrounding it.

8
2D & 3D / Re: Low poly model kit Thundremoar
« on: April 08, 2018, 01:36:55 pm »
Great models! I'm glad to see you decided to color the edges on the later photos. It really adds to the quality.

The background scenery is also top-notch, like something right of an 80s toy catalogue!

9
2D & 3D / Re: Low Poly 3D Graveyard Environment (WIP)(C+C)
« on: October 22, 2017, 08:48:22 pm »
Everything looks flat, how about a directional light?
The small cliff in the grass looks considerably lower res thatn the rest.
The crypt texture looks out of place since everything has a more pixel art lok to it while this one looks tool-assisted with the smooth AA on the circles.

10
Pixel Art / Re: Trouble with isometric shading
« on: October 11, 2017, 10:43:43 pm »
If you want to keep the color count down, you could also try dithering to get more shades out of less colors.

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