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Topics - LoTekK
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11
Pixel Art / Pixelled Scooter (VMoto Milan)
« on: August 02, 2008, 06:10:23 pm »
Just upgraded my copy of ProMotion to v6 after not having played with 5.1 in months, so I figured I should fire it up. Decided to do up a couple of representations of my girlfriend's scooter.

Side-ish view with a looping animation. I plan to add some tire/exhaust smoke, possibly a bit of "flex" to the bike to emphasise the acceleration/deceleration.


and a still of the above


A front view now. Lots of blank space above so I can pixel my girlfriend on the scooter.


White background because I'm planning to pass them to my girlfriend to use as custom msn emotes.

refs:
side
front
Her's doesn't have the little windshield thing on the front visible in the refs

12
This is somewhat of a continuation of my previous thread, but with a bit of a different focus, hence the new thread. Happy as I am with the ridiculously low-poly character models, I've realised that, as low as they are, they're still too heavy for my needs, and would rather devote those polies to the environment. So! 8-way isometric sprites for the characters. I'm still planning on keeping the paperdoll aspect, so I'm keeping that in mind when creating the sprites.

After what must have been about 50 variants, I've finally settled on proportions I'm pretty happy with (I tried chibi, and I simply couldn't take it seriously). Did up a South-facing one first, with a quick and as-yet-unfinished idle animation:



Colors are temp (I just threw them on to get some color separation), as is the rifle (needed a temp one to check the pose). For clarification, the reason his body isn't square to the south is because your body is typically angled to your dominant side when wielding a weapon, and especially so with a long arm.

Any crits or suggestions would be much appreciated, as I've never really attempted iso characters before, and I'm finding the mindset shift quite a shock.

13
General Discussion / Pixelling on your DS
« on: June 17, 2007, 10:10:18 am »
smooveDS
It's still in development, and I haven't gotten around to trying the now-discontinued version offered for download, but this could be rather neat. ^_^

edit:
Ha, found another one:
DSGameTools

14
Pixel Art / Some ongoing DS stuff (lots of pics)
« on: May 31, 2007, 06:27:07 pm »
Started working on some art assets for a DS game I'm planning to put together over time. Been making notes on some game mechanics and other miscellany as well. First up was characters, and I had to keep them to a very modest 100 tris (give or take) given the hardware limitations of the DS and the number of characters I wanted to be able to have onscreen at any given time. I realise I could have gone with sprites, but given the different types of weapons, the swappable parts (torso, limbs, head), and the potential number of animations, I decided 3D may serve me better in the long run. So anyways:

Click for wires of characters plus accessories
The big ones are the armored models, while the big headed guy is an homage of sorts, to the one of the main games that serves as inspiration. The models are segmented so I can swap parts based on equipment choice, etc etc. UVs for all the humans are [mostly] shared, so I can use the same texture on all 4 variants.

And started doing up the textures for the regular humans. Head, arms, legs, and torso all come in at separate 32x32 textures. First off, another homage to the same game mentioned above:


A half-finished Old Snake for fun:


Mix-n-match from the above:


Redneck resistance fighters, also showing some asymmetry (jacket and arms not finished):


Even more mix-n-match:


Flats:



Recently started putting together an environment in order to take a break from the characters. This one's still in rough, first/second-pass phase, so I'll be adding more stuff and expanding the building:
Click for animated gif showing multiple levels of a house

Then I started work on some tiles. These are still going to be worked on, and I expect to do 2-4 variants per tile, depending on expected repetition. The parquet needs to be reworked, since the imperfections I've added currently serve to make it look raised and rounded. :\ Bricks are still first-pass. This shot is at DS resolution.




Larger shot (double resolution)

Any crits and suggestions would be very much welcome.

edit:
Forgot to mention, ground/floor tiles are 32x32, wall tiles are 32x64.
First pass at a rock/stone wall (floor?)

15
Pixel Art / Baby Dragon?
« on: May 29, 2007, 10:29:21 am »
I'm generally more used to having many many more pixels to work with (just straight up digital painting and texture painting), though recently I've gotten into doing 3D for handhelds, which has gotten me interested once again in doing pure 2D pixel work. My friend wanted a baby dragon done up, but I couldn't really be arsed to paint one, so I decided to pixel one for fun.



Still not completely done, but I was hoping to get some crits in the meantime. I've been pretty haphazard about the selout so far, and I'm not sure how well the silhouettes of the back-plane leg and wing are reading. 11 colors at the moment.

ps. is it kosher to post handheld-spec 3D stuff on these forums? Stuff I've been working on have textures that average about 32x32 pixels.

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