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Messages - vierbit
Pages: 1 ... 5 6 [7] 8 9 ... 16

61
General Discussion / Re: Scrolling Backdrop perspective?
« on: January 05, 2009, 12:28:39 am »
What you search for is probably whatīs called "2,5D". Keeping the gameplay 2D and the graphics 3D.
A correct perspective is simply not possible in all cases, as 2d gfx is all about "faking"(thats on reason I love it).
Vanishing points can be used though.
For example, you can use your image here as a background, if the scrolling is very slow. So the image donīt have to
be very wide, therefore avoiding the extreme perspective on the left and right side.

62
2D & 3D / Re: Nanovoid
« on: December 21, 2008, 12:02:38 pm »
They looks far better with the new lightning, and the higher saturation and brightness.
I think normal maps only hurt when they packed on very small objects, like this rocket shaped ship, on the others they look fine to me.

Interesting concept with the fanatic fleet, but the details get a little lost. Simplify the shape could maybe help.
Where's distortion, filth, things like that?
I myself find this way too clean to be convincing.
Explain what you mean, as I personally think its contra productive on such a small scale. Probably only adds to much noise to it.

63
2D & 3D / Re: various psp spec models.
« on: December 18, 2008, 12:03:51 am »
Professional work here. No real critic from my side.
But how many polys have these soldiers actually, a wireframe would also be interresting.

These highly optimized UV maps is really something I dont get yet.

64
2D & 3D / Re: A car (yeah, how original!)
« on: December 14, 2008, 01:56:25 pm »
update




@ptoing
haha, well now that you mention it  ;)
Good point on the wheels.

@TrevoriuS
The wheels have now 10 divisions, think thats a good compromise.

65
2D & 3D / A car (yeah, how original!)
« on: December 11, 2008, 09:43:26 pm »
Getting a bit again into 3d stuff recently.

Made in blender, 312 triangles. A bit of an hassle to avoiding these damn distorted textures.




Not really an optimized texturlayout, maybe editing that later

66
Pixel Art / Re: [WIP] Yet another tile mockery, please tear it apart.
« on: December 07, 2008, 10:12:21 pm »
Err, vierbit, actually, I'm digging overkill's edit just a tad bit more, and I'll explain why:

Except for the rocks, which really are a bit too dark, I like how colours intertwine between objects and background. Although the pallette separating way is a good one, in my personal opinion, you can separate elements in a lot of other ways as well.
Only to clarify, while I personally like to separating elements with different colors,
my point was actually to use different palette entries for each element(foreground, background, sprites ect.).
So for example, if I change the colors on the sprite it doesnīt affect the rock tiles.
-

Yeah the tree in my edit is probably a bit to bright, but I stay to the brighter stone tiles(maybe a bit darker).
Dont know, maybe because I am not sitting before a super bright LCD screen, but I can hardly see the stones here.

67
Pixel Art / Re: [WIP] Yet another tile mockery, please tear it apart.
« on: December 06, 2008, 01:27:09 pm »
@Overkill
I must actually say your palette edit doesnīt work for me. The stone tiles are a way to dark now.

@caimgenji
ok. first here is my edit

First of all, I suggest you should keep your palette entries more seperated, for example that the playersprite donīt have colors
that are already used for the ground. I also encountered a few stay pixels here and there.

Apart from the palette edit I also fixed the shading on the tree, as already mentioned by overkill it was pillow shaded wrongly shaded.

68
Challenges & Activities / Re: Possible activity discussion.
« on: December 04, 2008, 01:16:04 pm »
If we do another collaboration, why not using hextiles next time?

69
Pixel Art / Re: [WIP] RPG Tiles
« on: December 03, 2008, 11:56:38 pm »
Oh didnīt noticed it was an .jpg, yeah thats probably where the many colors come from.
Services like photobucket always convert .bmpīs to .jpg, so png or gif are the only choices here.

Ok, first here is an edit of your tile.

Generally avoid to much individual features for every grass leaf. So the varitation in lengh, brightness for the leafs remain
pretty much the same. That can be also adapted for pretty much every kind of tiles(water, stones ect.),
of course if you would like to use only one tile for every type of ground. Its also obvious that you cant completely avoid a pattern.
And yeah, no problem with the edges of your tile, they work fine.

OK, so here is a bit of explanation what I mean about drawing more tiles.

As you can see I created quick 4 individual grass tiles, you can also see each create a very visible "grid".
But if you place them randomly on an bigger canvas, the grid is pretty much eleminated.

hope that helps(?)

edit:fixed links

70
Pixel Art / Re: [WIP] RPG Tiles
« on: December 03, 2008, 01:17:06 pm »
Actually your grasstile looks fine. The first one looks better to me, its a bit less messy.

Personally I simply draw more tiles of the same type to eleminating the grid.
So in my opinion you should rather drawing more tiles. just make sure all tile edges fit each other.

I also dont get why someone would waste time in optimizing one tile, when he can create more tiles in the same timeframe.
Thats nothing against you or anything, you probably read that famous grasstile tutorial(?), Its just these grasstile topics pops up
here from time to time.

Also yeah, as 32 mentioned there a way to many colors for a simply grasstile, didnīt count but must be atleast 8+ colors.
Cut them down to 4 maybe 5(for the highlights), its a way less time consuming.
Create a large tileset(300+) and you see what I mean. ;)

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