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Messages - Vinik
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2D & 3D / Re: Steel Empire / Cyber empires (1991) voxels
« on: August 16, 2019, 07:03:06 pm »
In magickavoxel you could enhance the materials to achieve metallic surfaces. I bet they would also look cool rendered with marching cubes. Maybe they could work in sprite-stack technique, but it would best to increase contrast for readability.

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 10, 2019, 11:43:02 pm »
Tuesday Evening Dralthi update - I did lower the # of colors on the bright end of the pipe ramp, and went with an even subtler brown shade to the shadows, added a ton of detail. Definitely getting closer to something that looks good!


Definitely digging the brown shading/ambiance on those chrome parts. On the gameplay side of things, I understand you are being purist and remaking the cockpit with the original shape, but I wonder if a modern entry in the franchise wouldn't reduce the amount of screen area taken by cockpit to increase the view of the actual gameplay content in the center. But this is not critique, just rambling.

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: August 02, 2019, 04:31:51 am »
Loving everything  ;D. Regarding the Dralthi metallic tubes on the left side, perhaps make the ramp have a few less steps? Feels a little too gradienty and rendered compared to the first cockpit, although the pixelated shape of the white cluster on the blinn-like highlight is quite cute. The ones on the right side feel more handmade. As a whole the Dralthi one seem to have a higher color count compared to the first one. Anyway the model is great :y:

As for the galaxies (particle generated?), the original ones look more like handmade pixel art on a quick glance from the gifs, while the new ones feel more like index-painting, but I also prefer the more sober coloring. Nitpicking as I am, I would ditch the lower bottom one, it gives a lowres/blurred vibe. The green, pink and neutral ones are neat.

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 17, 2019, 01:23:19 am »
Amazing tutorial, thank you Howard :y:
So, the basics are: Build a mesh, duplicate that mesh, push it out a bit, turn it inside out, and make it slightly darker than the original.
I have been using this as a way to have cheap outlines on meshes, interesting that it can be also be used in renderings with this level of quality.

I am not a fan of dithering in general, except when it implies texture, but here it does help selling the pixel-art-ish style of the renders.

Are all materials such as the green painted metal and the rest of the cockpit being rendered with gradient ramps as well? I was under the impression that the color ramps were caused by a LUT posterization on the whole screen, rather than a mapped gradients per material. I wonder if the rote would be too different to achieve something similar to your results in blender.

Pixel Art / Re: [WIP][Feedback] Submarine interior - Base
« on: July 14, 2019, 12:39:27 pm »
On instinct I would aggressively metal-highlight the edges of orange parts and the metal fence, although it might be a bit hard on the fence given how thin it is. Then probably na pass on smudges and wear like pistachio mentioned. I like the geometry, the hues and the values  :y: maybe pull the shadows/indirect light globally towards the blue of the background behind the glass, it would make darker areas bluer I think .

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 12, 2019, 01:45:43 am »
It surely makes sense to have fun :) and any step by step on the process of doing this would elevate this thread to a treasure-chest-level art reference :D

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 10, 2019, 03:39:15 pm »
Cool, so it is just quite low Fov.

I would add to eishiya's list that the ship's green "windshield" (don't know the equivalent term for airplanes and ships) have gradients that look a little too smooth for typical pixel art, and it seems to be skipping the dithering part of the style (intended?).

Anyway, this looks really great :). If I were you, I would be tempted to rebrand this as a game without WC IP/designs after you are finished having fun :P. Also, do you have any plans on commercially releasing your pixel-art rendering tech as a shader?

2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 09, 2019, 02:32:21 am »
Thanks, pistachio! The UI and cockpit...are renders. No painting.
They are what the what? Not even some manual adjustments on the pixelized result at all? :o
Frankly I am shocked. I could guess that on the ships, given the tech displayed on the pixel rendering thread, but not on the cockpit/UI, no.

Also, are the ship's sprites rendered with a parallel camera or a perspective one? I guess parallel, and you zoom by simple scaling, disregarding perspective to cut on the number of sprites? Awesome stuff.

Pixel Art / Re: [Feedback] Enemies, Drone and enviroment
« on: July 02, 2019, 08:22:31 pm »
Lovely stuff, i like that it is a bit like master blaster and you have separate sprites for the vehicle and the pilot. The only two things I can think of is:
1- I am not so found of non outlined sprites, but as you are having dark backgrounds this is probably the best choice.
2- perhaps you could unify the tint of the big objects shading towards the dark blue/teal of the background for more ambience (like you are already doing with the green paint parts). Going more realistically underwater than that would mean filtering the red element of colors, and I don't think that would improve anything, as the lively oranges and red mid tones are looking nice, so maybe just making the shading globally colder would be a good compromise.

Pixel Art / Re: run cycle animation
« on: June 24, 2019, 08:53:01 am »
I am not great at anatomy analysis but It feels like the arms are a little too short/stubby for him, which might be a stylistic choice, but maybe not. Nothing to add to the animation, I like it a lot :)

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