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Messages - Kennethfejer
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Pixel Art / Re: Kenneth Fejer Inspired 3D Pixel Ship
« on: March 07, 2007, 11:59:34 am »
Can we look forward to future models from you?

sure :) i posted a wip in the OT-Creativity Thread last week, plus i have some other models im working on.

looking forward to see your next model btw ;)

Pixel Art / Re: Kenneth Fejer Inspired 3D Pixel Ship
« on: March 06, 2007, 02:16:32 pm »
looks really cool  :y:
but like you said, the texture could be much more compact, might even be able to fit it all into a 32x32 texture.
did you unwrap it all at once or piece by piece ?

btw gmax does supports textures and animation, just think of it as a boiled down version of 3dsmax, so they have taken out all the high level stuff, you don't need when doing lowpoly, such as rendering.

it doesn't really matter what program you use though, but for anyone who wants to get into 3d, i would suggest just to go with a free one to start off with.

looks cool ptoing  :y:

still need to texture the hair and fix the head a bit.
292 triangles.
64x64 texture

Pixel Art / Re: Sidekick/Hiptop Game Dump
« on: March 01, 2007, 11:36:32 am »
looks very cool adam.
i hope there will be a java version as well, so i can play it on my phone :)

Pixel Art / Re: mech
« on: February 12, 2007, 09:39:27 pm »
hi all
thanks for the comments.
sorry, there won't be any animation, i hate animating :(

yeah the texture mapping takes some time, but the process is pretty straight forward.
i start building a small part of the robot, lets say the head. when im happy with the overall look, i start pixeling the texture.
when thats done, i start unwrapping the mesh, but only a few polys at a time, and place them on my texture.
and thats pretty much it :)

hehe i agree, it is kind of tempting ;)

Xion Night:
just for the heck of it :)

i actually had fists on him early on, but i didn't like how they looked :/

im pretty sure XSI can do this, im not really doing anything special, its just like mapping any other mesh.

if i get some time, i'll look into doing a simple walkthrough or vid or something of the process, but i think i've said that before  :-[

Pixel Art / mech
« on: February 10, 2007, 05:17:39 pm »
one of my latest creations :

(3dsmax and photoshop)

let me know what you think.

Pixel Art / Re: Moonlight
« on: January 23, 2007, 10:43:35 pm »

(joke aside, looks really cool, it still amazes me, you can get so much out of 15 colors  :y: )

Pixel Art / Re: Ye Olde Jetpack Guy (more 3D pixel heresy)
« on: January 12, 2007, 08:16:05 am »
very cool, looking forward to see how he turns out  :)

Pixel Art / Re: spaceship, house and more...
« on: December 30, 2006, 07:12:20 pm »
not sure if people wants to see how i do my art, i don't sketch or anything and i never really know, what im going to draw, before spending some time doodling. i've been meaning to do a video though, i've even started recording a couple of times, but i usually give up half way through, im too lazy :/

its 3dsmax, if you dont want it to blurry the textures, you just untick the AA option in the render and set filtering to none, under the bitmap options, in the material editor. that should do it.

good point, it's triangles.

btw, i promised to post the mesh pics, so here they are:

Pixel Art / Re: spaceship and house
« on: December 30, 2006, 04:23:21 am »
wow, thanks the the comments, sorry for not replying back before now, been on holiday.

no sorry, i don't know about any useful tutorials for this.
i've actually done a lot of 3d, but i haven't touched it for about 4-5 years  :-[

Alex Hanson-White:
yeah they are pretty quick to map, as long as you keep them this low poly.
i pretty much just map them bit by bit, there's no reason to map the whole object straight away, as long as you make sure, you keep enough space left for the rest of the object.

sure, i'll post some pics of them without the texture later :)

yeah that blades definitely looks much better at high speed, if you make them wider.
i just kept them normal width, so they wouldn't look weird, if they weren't rotating.
i guess an easy solution for this, would be to have to copies of the blades and just not render the ones you aren't using.

making a video of how i create these, seems like a lot of work :(

not sure i understand your question :/

to make up for my late reply, here's a wip of a character im working on at the moment.

still need to optimize her a little bit and texture her hair, i still have lots of space left on the texture.
she's meant to be a rpg type character, similar to the ones in the final fantasy DS games(they look amazing btw,
check out the chronicles trailer, if you get the chance), so i might give her a sword or something... will have to see.

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