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Messages - Kable
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21
Pixel Art / Re: Fighter guy anim, first draft (just a block figure)
« on: February 24, 2007, 03:24:45 am »
So the question is Tsu, did you make it big in games? nose to the art grindstone... or do you clean up product images for some generic online retailer or something like that ;)

22
Pixel Art / Re: Ye Olde Jetpack Guy (more 3D pixel heresy)
« on: January 13, 2007, 07:36:08 pm »
I think it's the fact that the chin doesn't read very well making it disappear into the neck. Personally I would move the front of the neck closer to the spine and differentiate the bottom of the face from the neck with a darker shade.

23
Pixel Art / Re: [WIP] Gameboy-style
« on: January 01, 2007, 10:41:00 pm »
i really like where this one is headed, definitely my kind of game. However the main character should never be punished with a 4 frame run cycle, that's just cruel! :)

I added 2 frames, it could still use some clean-up but I think it helps a bunch. I'm not sure what the technical limitations are on the GBA, but surely 2 extra run frames wont hurt...

Original:
Edit:       

24
Pixel Art / Re: spaceship, house and more...
« on: January 01, 2007, 08:53:58 pm »
I decided to model the 2nd pixelart I ever posted to pixelation, 256 polys. I'm doing the UV mapping now, it seems to me in doing this Kenneth that you must be doing the texture map and the UV mapping at the same time. Or are you really just thinking ahead much further then I am capable of?

For those curious.. this is my 2nd contribution to pixelation way  back in the tsugumo days :)


25
Pixel Art / Re: spaceship, house and more...
« on: December 31, 2006, 03:46:13 am »
The difficulty of making a tutorial is that there's no one way to do it, every tool does it a little differently and seeing a tutorial in 3DStudio is probably not going to help you because you probably don't have 3DStudio and other tools while they may be similar can also be totally different.  Personally I use Silo for modeling ($100), Ultimate Unwrap for UV mapping (35$ ish), and PaceMaker for animation  (24 GBP).  You could substitute Wings3d for the modeler since it's free, I've used it but I prefer silo's interface.

As far as UV mapping, rigging, animating.. all that stuff goes there's no real way to know if what your doing is going to work without going thought he full process several times. It's just like any other art, there's no better way to learn it then to bang your head against the wall repeatedly for hours. The tools get more complex and as a result so does the learning curve. It could take you a week or two to get comfortable in whatever 3d modeling package you use, and at least a few days to get a basic grasp of UV mapping, rigging, and animating.

26
Pixel Art / Re: spaceship, house and more...
« on: December 31, 2006, 02:31:43 am »
gah.. dang you kenneth, I tried to do a low poly character and i ended up around 500 triangles or so, yours is genius.. I must try to reduce!


27
Pixel Art / Re: spaceship and house
« on: December 21, 2006, 04:08:28 am »
I don't know about you, but low poly modeling and texturing feels a lot like the 3d equivalent of pixelart in 2d. Great stuff.

28
Pixel Art / Re: Forester Mockup 37 x 2 - b \ 240 = square + game.
« on: November 30, 2006, 03:34:23 am »
Do you have a full sprite with the feet visible? If so could you post it, for some reason I really want to try animating an action with him.  :D

29
Pixel Art / Re: Forester Mockup 37 x 2 - b \ 240 = square + game.
« on: November 28, 2006, 10:30:11 pm »
Personally I really like your use of silhouettes (sp?) on the foreground and background layers. The only layer with any real detail is the main tile layer and even then you've manged to keep it to a lot of repeated elements without making it look too tiled. It's possible that you could create a lot of content for a game like this and have it look really good without getting to burned out.   Nice design overall! 

30
Pixel Art / Re: Forester Mockup 37 x 2 - b \ 240 = square + game.
« on: November 27, 2006, 08:23:42 am »
I just want to say that I think the character design kicks ass, I love how you've implied a lot of detail with colors and shapes as opposed to actually pixeling that detail. Muscles in the arms for example. The proportions of the character are great too, small head, big arms.. make him look like a tough guy commando type perfectly.

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