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1
2D & 3D / Re: Is there a common term for this?
« on: August 25, 2015, 02:02:06 am »
Thanks, that gives me some more search terms to use.

I'm searching for art to inspire me in this direction, and I think the main problem is that there's no terminological distinction drawn between the art and the tech in this case. What I mean is that If I search for unlit, full-bright, baked-in etc. I get user manuals and technical questions, unlike 'lowpoly' where I can find actual art.

I think one of the things that interests me about unlit is you can apply the stuff you learned about color ramps and theory rather than outsourcing it to the renderer. It's an interesting halfway house between illustration and 3d.

PixelPileDriver, tell your girlfriend I like her work.

2
2D & 3D / Is there a common term for this?
« on: August 21, 2015, 06:05:44 am »
Hi. I've been trying to search for a type of low spec model that I like but I don't seem to be using the right search terms in Google. I am wondering if anyone in this community knows the common word for it. It's practice of having no lighting, only textures that simulate lighting. In Blender you'd do this by ticking shadeless. But I get a lot of stuff when I search shadeless, only some of it relevant. Toon-shading is also different.

This is common with the low-poly stuff but is logically distinct (you could have a heaps complex mesh and still do this). Personally I find this shadeless stuff more visually pleasing than low poly itself. Megaman Legends did this well. I basically just want to find more of this: http://www.polycount.com/forum/showpost.php?s=7606580b4b3632f58b292aceea772553&p=1913849&postcount=11041

3
2D & 3D / Re: Official OT-Creativity Thread 2
« on: October 14, 2010, 11:19:20 am »
http://8bc.org/

Thanks. Some of the feedback there is pretty good but it's not really as in-depth as I'm imagining. I was thinking more like here — incl. modifications by the creator based on the criticism & then further refinement, maybe even edits (of midi or the native format of the sound program) from other people. Music is sort-of tricky. "Talking about music is like dancing about architecture.", as someone somewhere once said.

4
Pixel Art / Re: [WIP] Rocks
« on: September 26, 2010, 12:45:42 am »
You should move the rock a little to the left or right, or broaden the frame on one side, because at the moment it looks like there's something important about that one rock.

5
General Discussion / Re: Official Off-Topic Thread
« on: September 13, 2010, 01:16:30 pm »
Was there an earlier version of Canabalt without music? Just sound effects?
I seem to remember it feeling more atmospheric, in an isolated sort-of way... & I've always considered lack of music to enhance that feeling. So I'm wondering.

6
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 03, 2010, 11:08:39 am »
Cool music. I especially like the 2nd one. Jingle/stings are always fun.

Thanks. I had a good feeling about that one.

Unfortunately I don't.

In that case, I might just post them here when I have time.

7
2D & 3D / Re: Official OT-Creativity Thread 2
« on: September 02, 2010, 09:55:42 am »
PixelPiledriver has the right idea... selective variation in volume (often called velocity for some reason) can help make your music less uniform. Here are some examples I've made that might help illustrate the idea. They're midis, so you can import them into FL Studio and have a look.

I use FL studio and Reason. I begin in FL Studio because the sequencer is friendlier. I do it purely with General Midi instruments so that I don't get absorbed with creating sounds and mixing and everything that distracts me from composing. When I've completed it in midi I use Reason for arrangement because of the nice samples and synths. I usually don't get past that initial composition step though. I'm still learning.

PixelPiledriver, do you know of a good place to get quality criticism on sequenced music?

8
I didn't finish anything. The games are nice for testing assets though.

9
2D & 3D / Re: Sprite interpretations
« on: July 05, 2010, 10:24:30 am »
Hey Arne: do you find interpreting Mega Drive sprites more or less inspiring than those on the NES & Master System? I was working on some Mega Drive interpretations—it's the system I'm most familiar with—but the sprites are so comparatively detailed it feels like I have to actively modify the character to interpret it in a substantial way, whereas those other systems are pleasantly ambiguous.

(apparently there was a Master System Golden Axe, but the MD & Arcade versions were more definitive so I'm kind-of assuming you used that—in any case, the sprites in the port look pretty large too)

10
Pixel Art Feature Chest / Re: F. Nietzsche gazes into you
« on: June 28, 2010, 06:56:39 am »
Nice.
I don't think the skin technique completely works. Some of the regions seem independent of the surface shape, & reduce depth, especially at x2 or greater.

The top circle, especially—I cannot not see them as little shapes projecting from his head.

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