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Messages - nelis
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1
2D & 3D / Re: various psp spec models.
« on: December 30, 2008, 04:25:23 pm »
The lights arent even on in the scene its set to 100% fullbright which means its all lit by the painted texture information.

2
Pixel Art / Re: Take a hit.
« on: December 30, 2008, 12:23:09 pm »
rosse i think you ruined the glass effect.

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2D & 3D / Re: various psp spec models.
« on: December 27, 2008, 07:34:28 pm »
Thanks for that Larwick! I should have put more effort into the back legs but im just gonna leave it like this for now. I'll revisit it again in the future sometime.

Got some more stuff, though these are really old by now:


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2D & 3D / Re: A car (yeah, how original!)
« on: December 27, 2008, 07:01:50 pm »
meh! just use sharpen filter :D

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2D & 3D / Re: A car (yeah, how original!)
« on: December 27, 2008, 04:02:22 pm »
the blue texture looks great!

made an edit to pack the uvs closer together, resized for 256x128 which saves on memory.

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2D & 3D / Re: various psp spec models.
« on: December 26, 2008, 09:23:09 pm »
Had this on hold for awhile, got some free time around christmas so i decided to go over all my unfinished projects :)

Jim16: Yeah its all hand painted.


7
2D & 3D / Re: Little Dwarf
« on: December 26, 2008, 06:07:45 pm »
In game art you tend to prioritize certain areas from the amount of screen time it gets, take a first person weapon for instance the amount of polygons closest to the camera can be twice that of the area of the gun facing away, same holds true to the texture map, another area that works like this is the face of characters. Since you look at the face first and foremost its essential that it looks better than the rest of the model. But with that all said i think that uneven texture resolution becomes less and less important the lower the model is polygon and texture size wise, so in this instance i think its perfectly acceptable the way it is and i think you should'nt give the face any extra resolution.

There's alot to think about when doing this sort of thing though, like the games camera angle, cut scenes, style etc.
Sometimes artist will give the head an unique texture map so say that you're using a 128 for the character the head will have its own 64 texture.

But this is all up to taste and what the character is going to be utilized for.

It looks really good btw, getting some LofZ Link to the past vibes!

8
2D & 3D / Re: Crocodingus [iPhone version]
« on: December 19, 2008, 05:06:13 pm »
Love the environment! great style on everything.

I know that the whole point is to have everything blocky but i dont think it works on the character.
Your environment reminds me of the sonic series, but even there the character is fully fleshed out.
Maybe the blocky character design works better in a sidescroller type of setting, i just think you're gonna run into problems when you rigg and animate this character.

9
2D & 3D / Re: various psp spec models.
« on: December 18, 2008, 06:47:20 pm »
Cheers Vierbit!

i'll get some wires of the little soldiers, had this wireframe of the zombie lying around so i thought i throw it in.

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2D & 3D / various psp spec models.
« on: December 16, 2008, 09:44:10 pm »
Hi, sort of new here, tho i did pixel stuff at the old pixelation site years ago.
Friend of Ptoing :O

Got some low poly stuff i did a while ago:






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