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Messages - snader
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2D & 3D / Re: Low Poly Girl -Dahlia
« on: November 11, 2008, 04:41:29 am »
i have no idea how blender works, im used to max.

however i have some ideas for UVs:
- try unwrapping a grid/checkerboard first.. then play a bit with the vertices to make the
  shapes on the unwrap closer to the model shape.. having a grid allows you to check if
  your pixels are all nice, square, and even.

- i like to do a front/back automatic unwrap and edit from there, usually making something
  like this for the shirt |right|front|left|back|.. similar for the legs (except mirrored textures)

- always make the most of your texture space, if i look at your texture.. you can move the
  hair over, the body down, and then you have room for a double-detailed face. you could
  do the same with some other bodyparts and free up some extra space for the hair or shirt
  or something.

- this is something where pixelart and 3d differ: density. pixelart always has 1 pixel per pixel.
  in 3d however you might have a model very big on screen, or have a small texture size.
  when that happens you get blow. up pixels like in your renders.
  this often leads to very blocky images and uglyness. a good way to counter this is to pay
  attention to focal points. such as the face. use a bit higher resolution for things that people
  tend to look at more (faces. displays of screens. decals.)

-it doesnt matter if things are upside down on the texture (though it might be a bit annoying
  to work on) because it all gets compiled in 1 object anyway. so if you've got to put something
  sideways its no baddie.

- shade your character. in diffuse only its essential to have good shadows in the texture. i see
  you've done this already but it can be a bit stronger, for example a drop shadow from the shirt
  on the pants, and darker shading from the jacket on the shirt.. it might also look good to make
  the lowest row pixels of the shirt transparent, to make a bit of an indent

- dont pay too much attention to traditional pixel techniques. OMGWHAT. yeah.. dithering
  becomes a warbly mess on a distance and AAing doesnt always work nicely either. for 3d its
  a good idea to overAA a bit so it still makes sense on a small scale.

a few examples

2D & 3D / Re: Low Poly in 3DS Max 7
« on: September 29, 2008, 10:22:30 pm »
sort of offtopic, but the easiest way i can think of is to use 'edit triangulations' in the polygon mode

Challenges & Activities / Re: Mockup Frenzy #8: Megaman!
« on: August 29, 2008, 04:57:56 pm »
i have a question.. what are the sizes for the background tiles? also 8x8? and can backgrounds be animated?
also.. can the palettes swap between screens?

so in the first screen i have pallettes ABCD, then a wile further i have just AC and then later on fill it up like ACEF.. or something like that?
and does the same go for sprites (im my head i have his blaster change colour, dependant on what special attack it has)

Pixel Art / Re: First sprite
« on: August 28, 2008, 10:46:04 pm »
google and youtube are often quite helpful for reference:

a female walk cycle is a bit harder to find then a male cycle, so you'll have to look around a bit till you find something that fits

Pixel Art / Re: First sprite
« on: August 27, 2008, 09:16:28 am »
he means to just sketch out the animations before going into detail
to give the eye something it can understand, dont just make lineart-animations, but make silhouettes of shapes
something like such:

Adam means something like the 4th frame of this animation (i myself like to do everything in even smaller steps so i make stickfigures first and add in bodyparts 1 by 1)

basically, dont get lost in small things and spend time detailing before you have the animation down

green is a placeholder color. The game engine always recolors it in time =)


Pixel Art / Re: Level mockup + animated character - update 26/04
« on: April 26, 2007, 10:07:38 am »
the hands move as if he's holding an assault rifle/smg, but i cant see the gun. it just looks like he's holding a pistol in his left hand

how about some bulges in the rocks to break it up?
allso, which places are walkeable? i would guess only the front 2, and not the back one, but there's little to differentiate them by

and it needs some enemies ofcourse =3

Pixel Art / Re: Sand Tile
« on: April 18, 2007, 06:04:45 pm »
i like the silhouetted, but the sand and dirt look rather messy.
whats the green square stuff?

personally, i dont like how the colours are just layered over the shading. i think it'd look better if the colours were more confined to the scales.

Pixel Art / Re: My first walk animation.
« on: April 15, 2007, 12:55:34 pm »
i feel the simplicity really refers to games from old times, and imho thats a good thing for a pixelgame.
i prefer the brighter colours, however, i'd replace the salmon orange on the cook with the purple red of the other guys coat

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