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Messages - mikemayday
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11
Pixel Art / Re: Small game sprites- no.1: a tree!
« on: March 18, 2012, 09:53:45 pm »
Facet: I'll try both options and do some mockups. Gotta make sure everything clicks together!

jams: the default material has stayed exactly the same. It's just that using typical Blender Lighting it looks like cheap shiny plastic. Like I said, it's all in the global illumination- it makes materials behave differently.

I changed the trunk a bit before reading your post and now I've added two pixels at the top. I'm not sure if it made a difference, really :/
Anyway, some animation!

12
Pixel Art / Re: Small game sprites- no.1: a tree!
« on: March 18, 2012, 07:46:43 pm »
Well, so here's this:

I feel like it came out too ROUND... but maybe it's still not enough 'from above'?

About the renders- well it appears most people would be wrong because these are EXACTLY 1/4, 1/2 and 3/4 :P I made them in Blender- and this is the default material! It's really ugly in general but I'm using a scene I've set up for nice, natural lighting (all the light comes from the skysphere texture).

13
Pixel Art / Re: Small game sprites- no.1: a tree!
« on: March 18, 2012, 01:32:38 pm »
Thanks for the tip! That's a great way to keep track of the perspective!

I am actually not sure what to do with the view. The frontend is supposed to use square tiles, which suggests straight top-down view (though that could probably be changed). I'm thinking of keeping things symbolic (there will be no sense of scale to the sprites anyway) and having the sprites viewed mostly from the front- that way I could convey more detail on the creatures (those bother me the most)

The biggest problem is that the graphics set has to combine a clear representation of the terrain map (from a design perspective as well) AND clean/readable creature/object graphics.
I feel like I'd be more free to pixel the way I want when drawing things from about the eye-level, but at the same time I understand the need for a sense of uniformity to the tileset.
Huge dilemma for me! Guess I'll try doing a bit of both and see how it works.

E: yeah, I did some renders to check what things look like and I think 1/2 topdown is the most I can manage here :P
1/4
1/2
3/4

14
Pixel Art / Dwarf Fortress Sprites - dwarves, tree, boulder, grass
« on: March 17, 2012, 11:08:37 pm »
Hello! I'm trying some work on ~3/4 top-down small graphics for Bay12games' Dwarf Fortress. I'd be very happy to receive constructive criticism. Please shoot me with both technical tips and general stylistic ideas (composition, colour, shapes).

I'm posting the steps on this one (first attempts were horrible, ugh!). It's going to be animated. It's my first tree ever!


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