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Messages - Lazycow
Pages: 1 ... 9 10 [11] 12 13 ... 15

101
2D & 3D / Re: Nanovoid
« on: December 20, 2008, 07:59:29 pm »

The Humanoid Fleet: Now illuminated by 3 light sources. Does that normal map really look that bad? I tried to imitate metal plates on the hull. Also, the Interceptor and the material colors have been tweaked a bit and the now obsolete old Battlecruiser is the Transporter now. The Fanatic Fleet: These crafts are build out of glowing crystals. (mostly) The middle one probably glows a bit too much.


still WIP...

102
Pixel Art / Re: Coelacanth 01 (working title) mock-up
« on: December 20, 2008, 10:06:41 am »
I'm using the Amiga palette which at first glance I hated but once I started using it I love it. There are some colours I wish it had but I will just have to improvise. Limitations boost creative thinking.
What do you mean with Amiga palette? Amiga computers had user defined palette out of 4096 colors. (Amiga 1200/4000 out of 16M colors) About the shading style: This is really cool, but the tower(?) should also have a shadow-part!

103
2D & 3D / Re: Nanovoid
« on: December 14, 2008, 12:07:50 pm »
@TrevoriuS: I have tried greebles already and did not like the result very much. The models are probably too small for that. But normal maps were a good idea!
@ptoing: I did not find any shmup screenshots from cave. Do you know the name of the games?


Here's a render test with bricky normal maps and one specific white light source at the top left. (and some white ambient light) Looks like there is still some room for improvement.

104
2D & 3D / Re: Nanovoid
« on: December 10, 2008, 10:38:13 pm »
Hey, thanks for the comments!

@snader: My concept art is on paper and as I am no artist, it isn't really impressive to look at. You are right, I should definitely add some details on the starbase. (which is indeed a refueling station) And probably on the smaller crafts, too.

@questseeker: Yeah, more details on the Interceptor!

@willows: Well, what is the "typical" terrestrial battlecruiser? Is it edgy? Is it round? It is hard to say, because there are only fictional battlecruisers to look at. In Star Wars, these star destroyers are edgy, where in Perry Rhodan the terrestrial battleships are all spherical, and in Star Trek it is kind of a mixture, isn't it? But finally, I have to agree with you. The old version really looks like a bigger version of the transport ship.

@TrevoriuS: As far as I know the iPhone specs are like this: 480x320, 24 MB texture memory, textures up to 1024x1024, over 2000 polys with "very good" speed. So yes, 600 polygons for a craft would be indeed way to much. Actually, I still want to keep them prerendered, so the polygons are not the problem, but the 24 MB texture memory. "lowpoly" is with me as a fallback option - let's see how it will develop. By the way, the required number of rotation angles for a smooth rotation depends also on the rotation speed. So 32 angles may only be enough for small, fast rotating objects.


The fleet of the Fanatics Empire / the new Battlecruiser (reduced to 400 polys) better?


A first attempt on texturing. I only wrapped the texture on the sphere of the supplyship, so far. Well, looks a bit boring. Any hints?

105
2D & 3D / Nanovoid
« on: December 06, 2008, 04:26:46 pm »
Hi, here are some graphics from Nanovoid, a space game which I am working on for quite some time now. The game is planned for the iPhone / iPod-touch, but there could be versions for PC after that, because it is based on a cross-platform game construction kit.

In the game you control a space fighter that has to pass several dangerous sectors of alien empires. (5 different empires are planned)


The Fleet of the Humanoid Empire. [wip]

The objects are modeled with AC3D and rendered with povray. The screen of the iPhone is 480x320, and the average craft size is about 32x32 pixels and the boss-crafts are about 64x64 pixels. (where this is only a rule of thumb, because there is no real limitation) Although the iPhone may have the power to render all the objects in realtime, all the graphics are prerendered. (in isometric view)


Battlecruiser (80x44 /  128 rotation angles, 542 vertices/ 599 surfaces) This is a render-test without a texture map, but with procedural metal textures (chrome and copper) that have been assigned to some surfaces.

C&C about models, style and textures are welcome.

Update: (the game is finished, take a look)


*new* Nanovoid - reigning space, trailer

Nanovoid, it's coming... teaser

appstore link: http://itunes.apple.com/app/nanovoid/id488536633

106
Pixel Art / Re: First Post! In need of help, please.
« on: November 04, 2008, 04:58:37 am »
Second, never save as .JPG, because 1) it's hard to edit and work on afterwards 2) it screws with the quality.
Well, I think these are anti-aliased cows in PNG and no JPG-artifacts  ::) Really nice cow (a bit lazy maybe). Is that the original size you draw the cows? (looks like shrunken down) To improve her, I would start by giving her a more sharp outline then.

107
2D & 3D / Re: Possible Space Shooter Mockup...
« on: September 27, 2008, 07:42:26 am »
Wow, that black-red color scheme looks ace! Could match to an evil pirate. On the new fighter, I even like the nozzle placement!  ;)

About the shield effect: I think it would look better if the explosions have another color than the texture of the craft. e.g. red instead of blue in this example. How did you achieve this effect? Just a bend area with animated, transparent texture?

108
2D & 3D / Re: Possible Space Shooter Mockup...
« on: September 22, 2008, 10:08:13 am »
Hi, the nozzles of the craft should point directly to the back and not 45 degree up and down. (otherwise it could not move forward) If you persist with that 45 degree angle for some reason, you might want to have the same amount of nozzles for the upside, as for the downside. The lights on the back of the grey and red crafts are flashing. Did you do that by intention? On the green one, that is just fine.

Apart from that, I think this is really excellent! How did you create these explosions?

109
Pixel Art / Re: Mumbling Mummy challenge (Lazycow vs Sharprm)
« on: September 21, 2008, 01:09:56 pm »

Ok, I tried to create a bigger mockup. This time, I was twiddling with the color composition of the game area. Objects have Arne's palette, bright brown blocks are for the foreground and dark brown are to be meant for the background.

On the bottom left, I tried to fade blocks to the dark   :-\

I failed to add another background layer behind that dark brown blocks to replace the black area. I would appreciate any hints on that!

110
Pixel Art / Re: Boss for a MM fangame I'm heading.
« on: September 19, 2008, 08:18:10 am »
Looks nice, especially this giant bat-like-guy (or what is he?). As he is so big, some anti-alias could be fine here. And is there a chance to see some of these as animated gif?

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