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Messages - Howard Day
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31
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 09, 2019, 08:04:25 pm »
They're straight renders. I don't touch them up at all. I'm pretty lazy. I just did a pass on doing damaged versions too - these get dynamically masked in based on your ship taking core damage. Again - these are just renders. I'm happy to share the max file for parts of the cockpit, or maybe give a procedural rundown of how it's done? I need to make a new cockpit for a Dralthi and Valtar, so either one would be a good step-by step tutorial! :D



32
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: July 03, 2019, 09:08:24 pm »
Thanks, pistachio! The UI and cockpit...are renders. No painting. I directly save images from 3DSMax to Unity. I fiured out how to do index painting in max, and I love the poop outta it. Here's a glimpse at a straight from MAX 3D render of the main menu:

33
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: June 27, 2019, 06:43:21 pm »


Okay - medium update - I've added some animation to the player's legs - it always bugged me that they we static with everything else going on. now they're controlling yaw - I miiight change that to spin? Maybe. I've fixed the eject light and core damage warning lights - Eject will light up with 30% core damage - but only if your shields are < 50%. I've updated the explosions to inherit the ship's velocity when they die, also updated the projectile impacts to spawn debris when you start chewing through armor.  The plan is to have specific Kilrathi/Terran armor and hull chips - but for now it's just spawning a bunch of rings like Sonic getting shot in the ass.  Fuel's been coded and hooked up - a Hornet has the same fuel capacity as a F-14. 2400gals. Seemed a good starting point. In the background, but not quite live- I've been working on camera switching for right/left/back/ chase cam views - they look awesome - but I need to mess with the art-shifing logic a bit to make the m move around right when you turn.
Enjoy!

http://www.hedfiles.net/WCR_GL/index.html

34
2D & 3D / Re: Wing Commander Pixel Art-y Unity Remake
« on: June 27, 2019, 03:07:37 am »
There's actually 17 sprite sheet per ship, for a total of 544 sprites each. Here's a couple!


Basically each sheet holds a vertical angle of a complete horizontal rotation. Then some fancy code is used to figure out the rotation of the sprite and what angle the billboard needs to be at. It was fun to figure out - and it was so long ago, I don't really remember the math involved. :P

35
2D & 3D / Wing Commander Pixel Art-y Unity Remake
« on: June 26, 2019, 04:00:27 pm »
Remakin Wing Commander 1 in 640x400 in Unity3d! Why? Cause I think it looks cool. Ship re-designs inspired by Arne - https://androidarts.com/spaceships/WC.htm And a running, AI-driven demo here: http://www.hedfiles.net/WCR_GL/index.html So far I just have the one cockpit, unfinished, and two fighters. I plan on replicating most of the ships from WC1 with a very few additions.

Enjoy!

36
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: September 04, 2017, 09:04:12 am »
Working on a more...refined object to test the pixel art shader on. I had intended to do a tank, but this concept for a Millennium Falcon in John Carter of Mars from Arne caught my eye...and I was hooked.
https://twitter.com/AndroidArts/status/901527605349949441
anyhow, still very much a WIP, and a render out of Max, not re-time yet,
The Centennial Malagor!

37
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: August 14, 2017, 08:49:53 pm »
No source code.. meaning I haven't released the shader or scripts yet? yeah, and I likely won't till it actually works right. :P And yeah, the vertex positions are all being snapped to the precises X/y coordinate of an onscreen pixel. can look pretty gnarly when you use bigger values! Here's it at every 10px:

38
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: July 26, 2017, 09:33:25 pm »
Zoom / straight on angle tests...

39
2D & 3D / Re: Realtime Rendering of 3d Meshes as Pixelart
« on: July 26, 2017, 07:58:53 am »
TOD/Explosion/Palette Animation Tests:

40
2D & 3D / Re: 3d isometric pixel perfect voxels in unity
« on: July 21, 2017, 03:27:33 am »
Don't forget to remove the backfaces to those voxel towers as well.
Oh, and you can use pixel-perfect cutout alpha clumps for the grass. No compression on the textures, no overdraw, if you subdivide your existing tile sizes into 10x10, I'm almost completely certain you won't even see a difference...and your polycount will go from 2.1million to like...1K? And it will totally run on mobile.

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