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Messages - skeddles
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11
2D & 3D / Re: Low Spec 3D - Chibi Man (first time)
« on: September 05, 2011, 08:20:12 am »
now there's one problem I have yet to solve, if anyone knows the answer D:

because the model is made of tris, it calculates the texture strangely


I assume it would be fixed if the faces were just one solid four sided plane, but I'm not sure how that can be done.

12
2D & 3D / Re: Low Spec 3D - Chibi Man (first time)
« on: September 05, 2011, 01:12:20 am »
Oh okay, thank you ^^ I'm definitely gonna try some 3D program sooner or later!

Here, because I was feeling inspired, I created a tutorial / walk through of how I did it!  ;D

http://skeddles.com/blog/low-spec-model-in-maya-tutorial

if not you, hopefully it helps someone out.

13
2D & 3D / Re: Low Spec 3D - Chibi Man (first time)
« on: September 04, 2011, 11:23:15 pm »
Cool!! : D Is it easy to do something like that in maya?

Yeah it was actually pretty easy, the program is definitely equipped for this sort of thing, even though it doesn't seem so at first.

14
2D & 3D / Low Spec 3D - Chibi Man (first time)
« on: September 04, 2011, 10:44:28 pm »
Does anyone even post here  :D

Model


Map


I've always wanted to try this, but just decided to today. I kind of wish it was more dynamic, less square, but I didn't know where to start, I'm afraid the pixels wont fit. So I made the map first, and then the model to match it. Was pretty easy. Photoshop CS5 / Maya 2012.


I kind of want to make a game in low res style where you fight monsters and stuff, but I don't really have the time, and it would require more people. So whatevs.

15
Pixel Art Feature Chest / Re: Creature - Sidescroller
« on: July 03, 2011, 06:43:24 pm »
Alright, I'm gonna do 6 frames then. The non-bunny-like movement was definitely because of frame count, last run animation I did (8 frames) looked TOO bunny like...


I went back to wire, and added 3 more.



Starting with just the head movement, let me know what you think, gonna add the in between wires, hopefully it'll look okay.
Ears will of course be changed, I just use the head as a whole at first since its the most static thing in an animation.
Ignore the flashyness

16
Pixel Art Feature Chest / Re: Creature - Sidescroller
« on: June 30, 2011, 08:49:03 pm »

2 bunny animations :)

running wip


EDIT: update

17
Pixel Art Feature Chest / Re: Creature - Sidescroller
« on: June 14, 2011, 07:26:56 pm »


oh deer!
:D

deer will munch on grass for idle

18
Pixel Art Feature Chest / Re: Creature - Sidescroller
« on: June 12, 2011, 01:07:45 am »
I think the way to make him look more balanced would be to shrink the head. The body would not be able to support the head at all at the moment. The best iteration, in my opinion, was "big body small head shrunk" if it were just cleaned up a bit.

In my opinion, although the big head is illogical, it still works, because it is just a game, which are largely representational rather than realistic. And lots of things get away with anatomically incorrect proportions, especially oversized heads (chibis). The game is already scary enough, and we want to keep at least a little of the light feel. But tell me if you disagree.


In other news, here are some bunny animations for you:

19
Pixel Art Feature Chest / Re: Creature - Sidescroller
« on: June 11, 2011, 10:44:03 pm »
Not leaning as in, his head, but the torso itself seems skewed and throws him off-balance. But seeing how odd his head looks at such an angle, I kinda want to take that back. Either way the sprite's head position looked far better before.

You have some highlights in weird places, like the shoulders, knees and abdominals. The rabbit might be a little too bright.

And @slym; as for the forest colors, I'd go for the bottom one. Top one seems too much like dusk, middle one seems like more of a swamp compared to the last one, which, while being slightly monochromatic, makes skeddles' demon sprite blend in and fit quite well with his surroundings, which suggest more of a forest dimly lit at night (which is what you were going for, correct?) The cooler color scheme is actually more atmospheric. In fact, if I stare at it while thinking about it long enough I can convince myself I'm sort of there.

well my plan for animation is heavy breathing, so in one sprite his head will be foreward, another back.
sortof example


is there anything I can do to make the body more balanced? like front foot more forward or something?


and here is without the illogical highlights, but I think it makes him look flat

20
Pixel Art Feature Chest / Re: Creature - Sidescroller
« on: June 11, 2011, 09:03:20 pm »
@Chris2Balls Yes I see what you mean, I think my biggest inspiration was Nightcrawler from XMen, he actually looks pretty similar to raziel.

In my opinion, the best ones are either "big body", or "big body shrunk". But either way I think he might be leaning just a tad bit too much.

Also, have you considered adding a tail of sorts?

The orignal had a little short pointy tail, I dunno if I'll keep it though.

A devil tail is too stereotypical / a copy of Nightcrawler, a big furry tail would make him way too werewolfy. maybe like a lizard tail or something, though he was supposed to be furry. skinny dog tail? I dunno. No matter what, having one will underlap other parts of the sprite making it slightly less readable, so I dunno if I want to.


Here's the big body with small and big heads, as well as a bunny that he would like to ingest for size reference. Though I suppose the bunny could be bigger too.

 :D


Note slyms post, he'll be flying around and sitting on those trees, soo....

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