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Messages - Squiggly_P
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51
2D & 3D / Re: low poly stuffs
« on: November 02, 2008, 04:37:57 am »
you might not get as much negative comments as you might expect...we do pixels here.

I have NO idea why those textures are supposed to suck, I guess it must be some protocol...something

Well, they're odd sizes (normally a texture sheet follows th same basic 'powers of two' rule that old sprite-based 2D engines used, and for the same reasons), but I think mostly he was talking about the wasted space.  The textures as they appear on the models are sweet as hell, but the texture sheets probably wouldn't look that hot in a portfolio in their current state.

On another note, Xeno-Striker, I checked out your DeviantArt page, and all your 3D work is completely awesome.  The game stuff, the high-poly stuff...  very nice :D

52
2D & 3D / Re: low poly stuffs
« on: November 01, 2008, 11:38:28 pm »
I ditto the wireframes and tricount requests.  These are freaking awesome.

53
2D & 3D / Re: Tutorials?
« on: October 31, 2008, 02:24:04 am »
I use Blender and I've no problems with it.  Just takes a week or three to get used to the interface, which is confusing to a lot of people because it's very non-modular compared to other systems.  A lot of other apps are actually 'borrowing' a lot of ideas from Blender's interface lately (the subdivided GUI, the non-modular design, etc).  At least, that's what one guy at the Blender conference this year said.  Maybe he was onto something, but regardless, Blender works great for me.

As far as tutorials, what you want to do is look for sites and artists that specifically target low-spec systems and just look at their meshes and UV's.  I goto the polycount forums a lot just to check out the low-poly thread there (which is chock full of models that are all targeted ad DS, PSP and cell phone spec models mostly).  Lots of models with fewer than 500 tris and 128x128 or smaller textures.  Just study those guys and do a lot of practicing.  Doing low low spec stuff will really help you understand how to make the most out of the silhouette and how to really define your shapes with as little geometry as possible.

Basically, the best way to learn it is to just do it, post it up and let people rip it apart.  Lather, rinse and repeat.

54
Pixel Art / Re: Squiggly's Dump Thread
« on: October 01, 2008, 01:52:04 am »


Used the NES pallet.  Graphics Gale apparently doesn't save transparency in the Free Edition, or I may be doing it wrong...  dunno.  I'm gonna do a flurry of practice sprites over the next coupld days.  I have time off.  My speed needs to increase, tho, as this took me about 4 hours, tho one of those was pretty much wasted on doodling with no goal.  Pink Bunnies are something I just do for some reason.  I dunno why.  I'm basically trying to pixel the same way I draw, which is sort of an explaination for the odd hands, heh.

Anyway, rip it apart, or anything else in this thread.  Everything is fair game.     :)

55
2D & 3D / Re: Low Poly in 3DS Max 7
« on: September 25, 2008, 01:42:07 am »
I don't know much about 3DS MAX (I use Blender), so I can't give you specific instructions, but I can possibly help you:

The texture issue is most likely one of two things:  it's either the way the UV is laid out or a perspective glitch.  The latter seems like an odd problem for a $3000 professional application to have, but the way the distortion is happening, it really looks like a perspective glitch.  It might just be the way the texture is mapped to that plane, tho (is the model unwrapped or did you texture it some other way?).  Seeing the wireframe and layout would be useful in solving that problem.

I can't really answer your other questions, tho I suspect Google would be pretty useful to find solutions to most of these.

56
General Discussion / Re: Gravity Hook!
« on: September 16, 2008, 04:08:28 am »
I want Flixel.  The game is fun, too.  The best I could do was barely over 1000.  I thought "hey, I'll go see if I'm on the high score list" since it took me all night to get 1000.

No.  8000+ scores!?  I thought I had too much free time o_0.

57
2D & 3D / Re: Low Poly Pixel art attempt
« on: September 13, 2008, 07:20:06 am »
I don't use Maya, but there should be an option for making a material shadeless (100% self-illumination).  Most people also turn off texture filtering and AA (AKA Oversampling) becaue with very tiny textures it can do funny things, like what is happening here.

Nice little design.  I like the look of low-poly pixel stuff as well.

58
Pixel Art / Re: MicroMegaMan
« on: September 10, 2008, 05:11:04 am »
Did a mockup with a few more sprites and crap.  I did some minor edits to try to give some better action in his shooting pose.


The only thing about making him this small is th lack of black outlines.  With 16 colors, your background pallet options are sorta limited.  I guess he's gonna fight Brimstone Man or something.

59
Pixel Art / Squiggly's Dump Thread
« on: September 09, 2008, 11:00:44 am »
<EDIT>  I figured I'd save a few bytes of server space and just dump everything into just this one thread instead of littering the boards.</EDIT>
**UPDATE 09/30/08**
 

**Original Post**
So I was playing around for the latest Mockup Frenzy, and ended up making little mini versions of a bunch of the sprites and crap.  Then I animated one of them.
I think I might do a bunch of these.  Anyway, I figure I should start working on my pixel stuff, since I don't have near enough experience with it as I'd like.
Used Arne's pallet:


Sorry for all the empty space in this.  It's NES-sized :P

Mockup >>

60
General Discussion / Re: fire fox browser question
« on: September 03, 2008, 07:44:43 pm »
according to a buddy who is testing the new Google "Chrome" browser, that has the same issue as the new Firefox version.  It has the same filter and it affects pixel art in the same way.  He's looking for a option to turn it off, but so far has had no luck.  I didn't even want to download it myself...

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