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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 28, 2014, 11:59:44 PM
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301  Developer / Art / Re: 3D thread on: July 19, 2012, 11:43:45 AM
Try adding a loop to the center of the thigh and bringing it forward, and then one to the center of the shin and bringing it back. It'll give you a nice S shape.
302  Developer / Art / Re: 3D thread on: July 18, 2012, 10:53:55 AM
Thanks, its bens really challenging so far. Here's where its at now.


I agree with the others; It's quite good.





This is super nifty

As to the questions: I'm using Blender, 'cause it's free.

I do it in my spare time as a hobby, but since I'm here, I'm a hopeful indie.

I forgot to post about my nifty eye rig:


Each eye has two bones, one that follows where the character looks, and another that only follows 50% of the way. The iris is rigged to the 50% bone, the pupil to the full one, and anything in-between is, well, in between the two. So I get this nice little effect.
303  Developer / Art / Re: 3D thread on: July 17, 2012, 02:21:35 PM
@McMutton - Awesome modeling and texturing as always - she really looks awesome! If I may ask, why don't you add whites to your characters' eyes? Just wondering.

It's just the style I've gone with.



304  Feedback / DevLogs / Re: Key of Ethios - Moar Finals! on: July 17, 2012, 12:50:46 PM
I've gotten Elle's new face finished:










305  Feedback / DevLogs / Re: Key of Ethios - Final Hero on: July 13, 2012, 11:53:29 PM
Thanks guys.

I think I'll just redo the leaf textures and have the trees use the usual method, rather than billboards.





306  Developer / Art / Re: 3D thread on: July 12, 2012, 08:36:46 PM
Aye. I need to split up the iris, pupil, and highlight, since the pupil should move within the iris somewhat.

307  Developer / Art / Re: 3D thread on: July 12, 2012, 05:20:09 PM


That purple line through the eye is a render error, but it looks kinda cool.

~~EDIT~~

Thank'eh. Here you are:
308  Developer / Design / Re: How does one plan out there game? on: July 09, 2012, 11:03:07 PM
My ideas always begin with a character I've drawn. Seriously; every one. Draw the character, think up who they are and what they do and over the course of a week or so, a storyline comes together.

From there, I think up what sort of mechanics, genre, and such would suit the project and throw a gameplay prototype together. If I'm feeling it, I'll map out the game world according to how the storyline goes, and then just keep at it.
309  Developer / Art / Re: Art on: July 09, 2012, 10:38:46 PM
I don't quite understand what that is, kYn.



Redesigning this lass:
310  Feedback / DevLogs / Re: Archer on: July 09, 2012, 11:32:50 AM
Have the boxart consist of the main character in a car looking at the viewer with the title,
"Get in, Loser. We're Doing Archery"
311  Developer / Creative / Re: So what are you working on? on: June 24, 2012, 07:18:24 PM


312  Developer / Art / Re: Art on: June 22, 2012, 02:52:20 PM
That bird's pretty cool, man. But I don't think the little twig suits something of its stature.

I'd give him one of these seed pods as a flail or something:
313  Developer / Art / Re: 3D thread on: June 21, 2012, 10:54:05 PM
It'll be over here:





(Damn, those are blurry)
314  Developer / Art / Re: 3D thread on: June 20, 2012, 07:41:19 PM


Is this guy very active? I haven't actually seen anything by him, but this one looks great.

So I made the mistake of looking at Skyrim. I had to buy it and now I'm making some armour:
315  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 09, 2012, 10:00:48 AM
I love those graphics, Drak. Nice and crisp.
316  Developer / Writing / Pixar Article: 22 Rules of Storytelling on: June 08, 2012, 04:59:07 PM
http://io9.com/5916970/the-22-rules-of-storytelling-according-to-pixar

An interesting read about what those from Pixar have to say about storytelling.
317  Developer / Art / Re: Art on: June 07, 2012, 08:48:05 PM
318  Developer / Creative / Re: So what are you working on? on: June 04, 2012, 02:52:07 PM
There's an incredible amount of wasted UV space there. Each side of the torch itself, as well as the holder, could be stacked atop one another and take up 75% less space.
319  Developer / Creative / Re: So what are you working on? on: June 02, 2012, 09:12:31 PM
Ye gods, Sam. That was awesome
320  Developer / Art / Re: Art on: May 31, 2012, 12:17:47 AM
I have no idea:


He is now Tunerman V
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