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Messages - Wayuki
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2D & 3D / Re: Cherry Darling from Planet Terror
« on: October 14, 2009, 07:46:38 am »
On one of the posters the image is mirrored, but if you check out the movie footage you'll notice her right leg is the gun leg.  :D

@ ptoing: Yup, with such lowres textures, pixeling skills really do come in handy. Interestingly, my texturing skills improved more from pixel practice than from texturing practice itself!  :lol:

2D & 3D / Re: Cherry Darling from Planet Terror
« on: October 13, 2009, 12:46:37 pm »
Thanks for the comments, guys!

@ eobet: Back in the day people had to deal with severe palette restrictions and even smaller texture sizes. Also, there weren't any good unwrapping tools available yet. Aside from that, these techniques were all very new, so the artists still had to figure out the best way to go about things.  ;)

2D & 3D / Re: Cherry Darling from Planet Terror
« on: October 05, 2009, 12:17:33 pm »
Oh crap! I realised I forgot to turn on "force double-sided" in the render. The triggers are there, they're on alpha planes. :ouch:

I reuploaded the image above with correct rendering now.  :crazy:

2D & 3D / Cherry Darling from Planet Terror
« on: October 05, 2009, 08:55:23 am »
Hey guys! I haven't posted on this forum in forever. I figured I'd let people know I haven't died or anything, I just haven't done any pixel art lately.  :crazy:

I recently finished this piece though, which seems appropriate enough for this section of the forum. It was made for a lowpoly contest where you had to create a character from an action movie. The budgets were 700 triangles and one 256x256 pixel texture. I used 700 triangles on the dot because I'm anal like that.  :D

Anyway, without much further ado, here's my final contest image:

As you might have guessed, my user name on the other forum is Demon Princess. Lame, I know... but I came up with that 10 years ago when I was a wee noobling.  :lol:

Challenges & Activities / Re: Mockup Frenzy #3: Game Boy De-Makes!
« on: October 02, 2007, 06:56:27 pm »
Without going off topic, the actual technique that was employed on GTA when it first cam out all thos years ago... was the same principle that was used in Id's Wolfenstein and ulltimatley DOOM... strictly speaking it's NOT 3D as we know it today... it was indeed (contrary to what robotriot suggesting and agreeing with Locust's initial observation) a scaling technique and NOT polygons... this is why in DOOM, WOLFENSTEIN & GTA and other games of it's Ilk - you never got circumstances where the levels crossed over themselves forming sections UNDERNEATH or OVER other sections... think back to playing DOOM, there's never any instances of a corridor cutting across or going over another... all the levels were projections vertical - this was a limitation of the technique... a technique also used on the GBA in ECKS vs SEVER and some other FPS games...
Just to throw in some more info on this:
The technique is called "raycasting" and while you're basically correct about its limitations, later engines like the 3D-Realms "Build" engine used for Duke3D, Shadow Warrior etc., allowed crossing level sections on different heights.

Sorry to interrupt this great Mockup Frenzy ;)

The 3D-Realms engine didn't truly support multiple level sections on top of each other. It only seemed that way because it had a portal system. If you entered a "layered" section, you'd actually be teleported to a different section on the map. The map itself was still laid out in a flat way, just like in Doom.

Archived Activities / Re: Smile 2007 - Part 2
« on: June 17, 2007, 03:07:56 pm »
And that's why you should always save your files in the native format of your program, and then export as GIF or PNG afterwards.  :crazy:

Pixel Art / Re: Baby Dragon?
« on: May 30, 2007, 08:23:30 am »
While really big feet could work as a design, in this pose I think it doesn't work too well. The fact that it's feet are touching its chin makes it look a bit strange and hard to read. Personally I would either shrink them down, or have the dragon sit onto something with its feet dangling off. Like... maybe a pot of gold or a large mushroom.

Pixel Art / Re: Oh noes! It's a doll base! (Now clothed)
« on: May 29, 2007, 12:09:17 pm »
That is pretty awesome. Love the outfit lots. :) You be DemonPrincess over on polycount, right?

Yup, that's me.   :D

Pixel Art / Re: Oh noes! It's a doll base! (Now clothed)
« on: May 28, 2007, 09:04:13 pm »
Well, at least the skirt is supposed to be made of heavy denim. A pencil skirt made out of heavy cloth wouldn't drape much, and form pretty tight planes. I could probably tweak it still, but at one point you just have to call it quits. I'll keep it in mind for the next piece though.  ;)

Pixel Art / Re: Oh noes! It's a doll base! (Now clothed)
« on: May 28, 2007, 09:42:37 am »
Thanks for the comments, guys! I tweaked the doll a bit:

Also, I remembered to save WIPs this time around. So here is a WIP anim in case you're interested.  :D

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