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890916 Posts in 33517 Topics- by 24758 Members - Latest Member: sakuyo

June 18, 2013, 12:49:40 PM
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1  Developer / Art / Re: Doodles Thread on: June 17, 2013, 11:42:09 PM
it was supposed to be a concept thing but it turned into basically only doodles cause I camen't up with thing

please say something encouraging so I want to draw more in my life generally yay
You need to keep on drawing, I goddamn love this!
2  Developer / Art / Re: Art Collaboration Thread! on: June 15, 2013, 04:18:13 PM
Pen, I'll like to keep continuing so you want to make a new group with me? Maybe a 3rd person can join us later.
Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right

Pen, I'll like to keep continuing so you want to make a new group with me? Maybe a 3rd person can join us later.
I withdraw from group 10 to join u :I
If the rest of your group is OK with that, we've got ourselves a team ("worst" case: you're in two groups)! :D
3  Developer / Art / Re: Art Collaboration Thread! on: June 14, 2013, 01:48:39 PM
Any team have a spot open?  Beer!
4  Developer / Art / Re: A Programmer's Guide to Creating Art for your Game. on: June 12, 2013, 08:06:59 AM
Aw, I was hoping this was about what programmers hate about art assets and what we as artists should do to ease programmers (and also what things are easy/hard to implement) Sad

also blocked due to proxy at work :S
5  Player / General / Re: E3 2013 on: June 11, 2013, 06:02:28 AM
6  Player / Games / Re: Your favorite 2D platform games available for the PC? on: May 18, 2013, 05:47:41 AM
one of the best games I've ever played is probability 0. What's really important in the new version of it is to choose the gamemode where you start with 1 upgrade and can get more upgrades over time. It's just such a well-designed game overall.
7  Developer / Art / Re: 3D thread on: May 07, 2013, 01:24:55 PM
To be fair, he actually said super low-poly sculpt. For a sculpt, 460tries is pretty low.  Panda
Ah, yeah that's true. Usually going low-res with sculpts is pretty much inane since their purpose usually is to be baked onto a low-poly mesh anyway - but given the painterly approach I'd say it definitely could look really bad if the sculpt was too high-poly. He did show the tricount and mesh though, which is entierly superfluous and calls into question if this is just a sculpt or meant as an ingame-asset.

Edit: Just to be perfectly clear, I really like where it's going, and I find it hilarious that whenever geti posts something it's sort of relevant to something I'm currently working on in my spare time, it's like we're linked or something Epileptic
8  Developer / Art / Re: 3D thread on: May 07, 2013, 01:05:10 PM
Looks nice but hell, that are a lot of tris to call it super low-poly!
I guess you can cut it down to 30 and loose no significant details at all  Well, hello there!
Maybe from the current render angles, but the details around the rocks would need to be preserved if the scene was going to be walked around in. I'd estimate 100-150 tris preserving everything important, which would be a serious reduction in any case, but also something I couldn't be bothered with for 1 hour test of the paint feature Smiley
That all depends on what kind of game this would be used in, but yeah, 460tris for this is nowhere near lowpoly.
9  Developer / Art / Re: Art on: May 07, 2013, 12:09:21 PM
oh glob oh glob oh glob, star wars! sketches at ~3am
10  Player / Games / Re: EA gets exclusive Star Wars license on: May 07, 2013, 03:58:13 AM
preeeetty sure we're gonna make a moe anime top-down maid rpg exclusively for windows phones though Waaagh!
11  Player / Games / Re: EA gets exclusive Star Wars license on: May 06, 2013, 04:24:52 PM
Working at dice, this is a fucking wonderful thing Tongue
(disregarding that: might be cool, might be shit  Shrug )
12  Developer / Art / Re: TIG Palette Game on: May 06, 2013, 01:04:28 PM
hey guys I know I whine about this a lot but ffs stop needlessly quoting images
especially when you're responding to the last post in the thread
my scroll wheel is so exhausted

didn't you they learn any internet forum etiquette in school
space = scroll down ~1 page
shift + space = scroll up ~1 page (this one I only found out about like 4 days ago, oh god it's wonderful)

Still bad to quote images ad nauseum though  Hand Thumbs Up Right
13  Developer / Art / Re: TIG Palette Game on: May 06, 2013, 11:50:53 AM
Does that include soft brushes as a no-no?
14  Developer / Art / Re: 3D thread on: April 29, 2013, 12:57:07 AM
@ktep
That's because it's actually called Pixexix.
Droop cheers

Neat program. Probably gonna buy it at some point soon to help the dev out, she seems very depressed.
+1, I've used DP3D before but this warrants a try, esp. for an upcoming personal project Smiley
15  Developer / Art / Re: Art Advice needed on: April 22, 2013, 08:06:04 AM
Copied P.M to Gravity Games:
Well, the main piece of advice I guess would be to really look in extreme detail and study/copy stuff that's top-notch. For instance, here are wood textures from Team Fortress 2:



Here's some more "warcraft"-y wood textures from the polycount forums (forums that are really worth lurking if you want to get into 3d&/game art)




And something a bit more photo-based




When you do pixelart you usually work very small and then scale up, when you do textures you're gonna use on 3d models you want to work big and scale down.

Here's something I did for you super quick:

and here's a .psd so you can see how I made it:
https://dl.dropboxusercontent.com/u/22917936/gravitygames.psd



If you want to do cartoony stuff I HIGHLY recommend you get photoshop(Or if you can't aquire it: GIMP) and a wacom (the bamboo ones are really good for beginners).

I'll crosspost in the thread as well if you're OK with it to possibly help others.

!!!!EDIT!!!!
Please notice the name of the layers to see which ones I created first - adjustment layers were created last and are horribly set up.
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