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Messages - MegaLeon
Pages: [1] 2 3 ... 7

1
Pixel Art / Re: [WIP] Idle Stance for Platformer NPC
« on: September 26, 2012, 10:09:28 am »
It's not about us liking it, I think that things like bigger shoes are purely a matter of style / what would you want to convey through your sprite. I think that works for now, maybe we'll see better when he is in a scenario and / or animated.
Maybe the only things I would change is slightly moving the head to the right, as it appears slightly off-balance (imho)

2
2D & 3D / Re: How to achieve seamless low res textures in Maya?
« on: March 09, 2011, 01:06:10 pm »
I fixed this using the Pixel Snap (the magnet icon in maya uv window in the upper left, near show grid) instead of the grid snap :) Thanks everyone!

3
2D & 3D / How to achieve seamless low res textures in Maya?
« on: March 01, 2011, 02:14:20 pm »
Hi guys
I've been messing a while with low poly stuff in Maya but I can't seem to get the precision I want with low resolution textures.

Going back to basics, I've tried creating a cube with a simple UV:

Everything looks fine in the viewport, and geometry-wise it should work as well, as the UVs are aligned in a 8*8 grid and the texture is 32*32.

However, the render is screwed up.


Has anyone any clue on how to get clean textured models when the UVs are squeezed up due to space restraints?

4
Pixel Art / Re: NES Dungeon Readability
« on: December 14, 2010, 10:23:01 am »
Schu, those are great. How inferior I feel now  :D

5
Pixel Art / Re: NES Dungeon Readability
« on: December 07, 2010, 01:58:07 pm »
At the end I chose this style. I wanted to keep the top of walls black.


6
Pixel Art / Re: NES Dungeon Readability
« on: November 25, 2010, 04:30:33 pm »
I think so, although your shadow direction will lead to a number of extra difficulties, such as shadow casted on visible walls. If you'd instead decide that "light" comes from top-left corner of the picture, then you'd have no shadow cast on the blue walls because they would all be in shadow, already. Plus, the shadow at each wall-to-floor transition could help making floor look more floor ;) and would likely increase the gloomyness of the scene.

I see.
It's this VS that, then. I think the first one looks better, though.
   

7
Pixel Art / Re: NES Dungeon Readability
« on: November 25, 2010, 03:26:03 pm »
Neither floor sounds convincing to me. The fact it gets more light than anything else is perplexing my 3D reconstruction ... could provide some inspiration. Imho, a desatured -- yet not pure grey -- and dark uniform floor where you have small details (cracks, pile of bones, etc.) is more interesting than a grid-like regular pattern, too.

I can see your point.
I have yet to add details and populate the dungeon, but am I going in the right direction?



I am using the NES palette, so I have only high-saturated colors and a few desaturated greys.

8
Pixel Art / NES Dungeon Readability
« on: November 25, 2010, 01:14:11 pm »
Hi there.
I somewhat tried following nes color restrictions (3 colors + transparency per tile) on making this mockup-game, however I've been told by more than one person that the upper parts of walls (the black ones) look like pits and it's difficult to unsee that.
What do you guys think? I have two concepts with two different types of floor.

 

9
Pixel Art / Re: Ninja for a game ... ninja
« on: November 23, 2010, 04:48:14 pm »
Well, recently I do this  :'(
It has a bandana in his mouth, then a blue armor with a red tunic

Here is with a sword, now has one eye, and you remove the effect of which is a Japanese drawing, the first is the original, the second has a drill and an iron mask, the third has a katana, a little clarification drawing, but keep saying things to improve it  ;D
We can say things, but if you don't try and follow them it's useless.
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The shades between dark and light blues/skin color/light gray/reds are so subtle they're hard to notice.
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Needs more contrast.
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Clean up the rough black outlines.

10
Pixel Art / Re: [WIP] Walking Animation
« on: October 24, 2010, 12:25:15 pm »
The first one looks good, but is way too static. Move the right arm as well, and make it more dynamic:

See? The head isn't always at the same level. The whole boy "shift" up and down.

The second one might work, but it would be better to see it in movement.

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