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 - Howard Day
Pages: [1] 2 3 ... 21

2
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 13, 2019, 07:38:25 pm »
eishiya: Thanks! I've tweaked the ramps a bit, added a bit less fade off. hopefully that improves it. :D
pistachio: I'm not quite sure what you mean - I've only been working on this for a couple of months. :D All the rendering tech I'm doing for this is brand new for this project.
Vinik: Thanks! So, one thing to note is that the viewing area is actually larger than it seems - these images have about 10% more area around the edges for the cockpit to shift around as you turn.
Dralthi cockpit update!


Enjoy!

3
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 07, 2019, 06:49:12 am »
Tuesday Evening Dralthi update - I did lower the # of colors on the bright end of the pipe ramp, and went with an even subtler brown shade to the shadows, added a ton of detail. Definitely getting closer to something that looks good!


Enjoy!

4
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 05, 2019, 06:25:43 pm »
eishiya: Innnteresting - that area is using the same ramp as everywhere else. I might down-step the # of colors in that ramp. The noise is completely avoidable, and I'll fix it going forwards. Sorry. :(

5
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 05, 2019, 08:00:07 am »
Weekend work on the Dralthi cockpit - Still WIP but the vast majority of the base is there!


Enjoy!

6
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 03, 2019, 08:22:41 pm »
Vinik: Oh! That dralthi cockpit is ooolllddd. It wasn't done with index rendering and is missing a bunch of the stuff I've learned. I've got the new one in progress!
And I took your advice - new background set!


Also, I figured out how to record the game in 60fps. Here's a look where that's at! https://www.youtube.com/watch?v=0rUsiMM9eTo

Enjoy!

7
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 01, 2019, 03:42:07 am »
So, I just figured out how to record Wingleader in 60fps!
https://drive.google.com/open?id=1bycs44aNQRWFeemwSLMnyOZBkrbXF87U
I also updated the background art to be more space-y and less LSD-y.

Enjoy!

8
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 26, 2019, 06:34:07 pm »
I'm pretty close to pushing out a new update to the demo - A major update, in fact.

And I['m starting to think about the Dralthi cockpit. That'll be the first playable version - where you can pick a side to have combat with.
Here's a glimpse of the Dralthi IV cockpit I did a while ago.

Enjoy!


9
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 23, 2019, 02:40:18 am »
Yeah - I agree that too much dithering is...problematic. I try and keep it subtle - just enough to look like someone polished their pixel art a bit. And yep - all the materials are gradient ramps. The LUT posterization on the final product just enforces the 236 color limit - but most of the colors are already in that range save for some little fringes of AA here and there.
I'd be excited to see what you come up with out of Blender!

Here's the new added Salthi, both in turnaround and in action!


Also showing off how well those damage effects work!
Enjoy!

10
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 15, 2019, 04:34:48 pm »
Sure! I'll even share the MAX file. :D So, the basics are: Build a mesh, duplicate that mesh, push it out a bit, turn it inside out, and make it slightly darker than the original.
Then for the materials, you should grab this plugin - http://www.ddag.org/products.html F-Edge. It provides really nicely controlled edge smoothing in scanline 3dsmax.
So the basic workflow for the materials is to use a mapped Gradient ramp using a bitmap gradient.

I've actually got it a bit wrong here - for the gradient to ramp correctly, the bright side should be on the right, not left - but since I'm lazy, I just added an inverting output node to fix it.
So here's what the controlling composite map, under that output node looks like!

Layer 1 is a simple gradient that's mapped using UVs on the text - it goes bottom to top, and front to back on the text model. The second is the highlight edge 0 it uses the f-edge material to call out the hard edges of the text with bright corners, and then is masked by an angle blend to only appear on the bottom of the text. The top is the dither - it's a 1-1 screen-mapped texture that is just a tiled classic dithering pattern. This is blended in very gently at 10%.
There you go! That's basically how I made these:


and as promised, here's the max file, with everything you need in 2015 format!
http://www.hedfiles.net/StartDemo.zip
Enjoy!

Pages: [1] 2 3 ... 21