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Messages - Martyr
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11
2D & 3D / Re: A PSP-ish thing - wip dump site
« on: May 08, 2011, 11:01:49 pm »

12
2D & 3D / Re: A PSP-ish thing - wip dump site
« on: May 04, 2011, 09:27:04 pm »


Angles are grinding my gears slightly.

13
2D & 3D / A PSP-ish thing - wip dump site
« on: May 03, 2011, 11:08:08 pm »
My attention span is short, my perfectionism is borderline unhealthy and I want to get the most out of my work. This is why low-res work is absolutely perfect for me; I can get most things done in one go and still add in as much as detail as I possibly can, using very tight restrictions.

Been wanting to make a PSP-esque game for some time now, but still have no definite idea or design for it, started working on it anyway. When working on these specs I'm looking for objects that are relatively simple in shape but are still detailed, to enhance readability on smaller resolutions (but you guys already know that).

Barrett M82CQ


Entire model is with 493 triangles relatively heavy for its simple shape, but a lot of parts will be mirrored on the uvs to get the most out of the textures (streaming textures is AFAIK the biggest bottleneck on the PSP, rather than triangle count). Only textured the scope at this moment, but I'm sure I'll still edit it later on. Scope is on a single 64*32. Separate map because I might want to put it on a different weapon as well later on, so it'll have to be somewhat modular. No texture filtering.

Will post more stuff here along the way.  :)

14
Pixel Art Feature Chest / Re: Stuck with BG (18+ nudity)
« on: March 23, 2011, 11:12:02 am »
Water should reflect the legs a bit.

15
Pixel Art / Re: RPG Girl Revisited
« on: March 14, 2011, 12:24:06 am »
My eyes are instantly drawn to her shirt instead of her face, maybe try toning down the specularity of the clothing?

16
2D & 3D / Re: How to achieve seamless low res textures in Maya?
« on: March 04, 2011, 01:04:47 pm »
Could be mipmapping or just the renderer being a dick. Try having a couple of pixels between every square and map the faces separately (or just detach all the uv faces and scale them down).

Why would you want to "render" it anyway? For low-res stuff it's usually better to just use screengrabs.

17
Pixel Art Feature Chest / Re: After a year I relieved myself.. ';..;'
« on: February 21, 2011, 06:43:02 pm »
To be honest I liked the version without dithering more. It's consistent with the non-dithered clouds, buildings and smoke, stands out too much now.

18
2D & 3D / Re: Old junk
« on: February 17, 2011, 04:13:25 pm »
Do you have anymore old work? Maybe even some new stuff?

Hm, not really. Been working on a lot of things, but nothing that could be categorized as low-spec. Planning to make a PSP-esque game though, but having a hard time writing the story.

19
Pixel Art / Re: Shading test
« on: February 11, 2011, 03:28:04 pm »
Pretty decent, but you should pay more attention to the materials and shapes of the objects. For instande the blade of the middle sword looks completely flat, one would expect that it's more angular, making the bottom horizontal half of the blade darker would help define the shape. The hilt on the sword is wider than the handle or blade, and should cast a shadow somewhere.

As for the bat, colours look dull and the surface could look more glossy. The outline shouldn't be visible at the blood thing.

20
Pixel Art / Re: Cutesy Character [heavy WIP]
« on: February 10, 2011, 01:26:43 pm »
Not sure if it's in the style you're aiming for, but I think making the character more bold and... "smug" would help some

Quick edit, but only because I'm stuck with GIMP on this computer  :'(


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