Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Teknogames
Pages: 1 [2] 3 4

11
2D & 3D / Low Poly Girl -Dahlia
« on: November 05, 2008, 11:17:18 pm »
 :-\ This is my first time trying to make my texture nice and organized. I uv mapped it by using a projection unwrap instead of Blender's normal unwrap by using seams.
Right now the only problems I can see is that it is inconsistently pixelly, (also her left leg and arm are not actually attatched to the rest of the model)


I would like some Texture and UV mapping tips. (and for bonus points someone can tell me a handy way to reatach duplicated limbs in blender).

12
Pixel Art / Re: Game Animations and other game's stuff
« on: October 04, 2008, 02:03:02 am »
it looks weird because he is sliding. I would suggest putting 1-2 frames where he is in full stretch in the air. And landing frames.
Maybe this will help:

Stepping/ legs cross/ air/ air again/ landing  -----> go back to stepping

repeat that for both legs seperate though, unless you can pull off a cheat animation (less work and it still looks great if done right)

I like your character!

13
Pixel Art / Re: knight spirte help
« on: September 13, 2008, 04:27:27 am »
his legs need to bend more, right now everything below his knee shrinks when he steps up

14
Pixel Art / Re: Some new stuff (tiles + mockups)
« on: August 23, 2008, 06:12:11 pm »
the first one is beautiful, but I would go with a bigger background, and maybe make the top of the ground less gray and more brown

15
Pixel Art / Re: A bandit know as Imp
« on: August 23, 2008, 06:10:21 pm »
If I were making this into a game, I would go with as few colors as possible. I liked it in Arnes pallette because there was a simple shading line that brought out the character, so that he would appear on different colored backgrounds. But like I said before, fewer colors the better because you will have to end up animating these things. Though you could get away with 3 frame animations if you tried hard... But whatever... Personally, I do not like the shiny rendering, makes the character less fluffy and more metallic; plus it gives him less character.

16
Pixel Art / Re: Skeletroids dump
« on: June 18, 2008, 02:40:50 am »
This is a bad edit, but the character could use more of a thump when his foot hits the ground, seeing as though he is carrying an object bigger than himself.

17
Pixel Art / Re: Re-spiffying old sprites
« on: May 28, 2008, 09:16:40 pm »
Aye damn... :huh: ok, well I'll go into detail. its a top down shooter and this particular sprite is a tank, but not your traditional tank. Hell, lets call it a vehicle. It has no turret, it is facing to the right. And at the moment it doesnt feel quite finished to me, render wise. The lineart feels fine however.

18
Pixel Art / Re: Re-spiffying old sprites
« on: May 28, 2008, 05:26:37 am »
Oh poo shoot. It's a tank

19
Pixel Art / Re: A tileset..
« on: May 28, 2008, 03:39:23 am »
I would consider adding some tiles that break the grid look. Try adding indentations in the grass or some hills or something. Perhaps multiple cliff sides? Some rocks and other objects would add some well deserved variation.

20
Pixel Art / Re: [WIP]Street Environment
« on: May 28, 2008, 12:18:22 am »
try using the same colors in the wall for the sidewalk

Pages: 1 [2] 3 4