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Topics - MegaLeon
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1
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?

2
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.

 

3
Pixel Art / [WIP] Megaman X Potrait
« on: November 10, 2009, 09:02:49 am »
Hi all, i'm wotking on this small potrait of Megaman X.
I'd like to be confortable with the lineart before coloring. What do you think?



4
Pixel Art / Fat Bomberkid
« on: October 13, 2009, 01:22:04 pm »
I made this little piece, 96x42 & 26 colors.

It has a sort of... shitty look.
I'ds like some C&C. Mre or less, annihilate him.


5
Hi guys
I was modeling for a while, but i never attempted a a proper texture.
So today i pixk a box, gave it two arms and two legs, and see what i could make out of it.
I did a rapid work, trying to get the basis.



Ok, it's a box.
But now let's give a look at the UV:



GOD! It's all messed up! I basically took parts of its body and did flatten-unfold-box mapping. Legs and arms were so crooked that i directly over-boxed them.
Unfortunatly i saved this template over the painted one (-.-') so it's one-time work.

Better!
You can help me making a good UV!
How do i do a proper UV? I keep seeing tidied UVs, where every piece is where it's supposed to be. Often i see one piece on the UV that is repeated along the model (In my case, it would be legs or arms). How can i do that? And what aboutl squared-UV, like madpixl's ones? You basically scale and rotate every face until it's a square?
Give me your best tips guys, i'm looking foward to it

6
Pixel Art / [WIP] Rob The Squirrel - Little platforming game
« on: September 12, 2009, 11:08:23 am »
Hi guys
I started this small platforming proect, the game will run on a resolution of 160*144 scaled 2x.
trying to running low on colors, i'm using Arne's 16-color palette.

Here's the main player


EDIT: Decided to go for a naked version

and leave two shirts as power-ups.  ;)

And a running animation, with and without shirt.
         

The sprite box is 24*24 (however is not completely full).

I also drawn some acorns (alias coins  :P)

Here's a little mockup


Any tips for improving the quality of my sprites?

7
Pixel Art / Death Note Sprites
« on: May 07, 2009, 12:55:28 pm »
Hi all
I'd like some suggestions for these Death Note sprites i'm making for a game. I'm quite satisfied with L's design, but i feel like Light is still missing something.



Animations


Any comments?

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