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Developer / Art / Re: Doodles Thread
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on: June 17, 2013, 11:42:09 PM
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 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!
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Developer / Art / Re: Art Collaboration Thread!
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on: June 15, 2013, 04:18:13 PM
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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.
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
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Player / Games / Re: Your favorite 2D platform games available for the PC?
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on: May 18, 2013, 05:47:41 AM
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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.
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Developer / Art / Re: 3D thread
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on: May 07, 2013, 01:24:55 PM
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To be fair, he actually said super low-poly sculpt. For a sculpt, 460tries is pretty low.  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 
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Developer / Art / Re: 3D thread
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on: May 07, 2013, 01:05:10 PM
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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  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  That all depends on what kind of game this would be used in, but yeah, 460tris for this is nowhere near lowpoly.
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Developer / Art / Re: Art
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on: May 07, 2013, 12:09:21 PM
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oh glob oh glob oh glob, star wars! sketches at ~3am 
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Developer / Art / Re: TIG Palette Game
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on: May 06, 2013, 01:04:28 PM
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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 
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Developer / Art / Re: 3D thread
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on: April 29, 2013, 12:57:07 AM
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@ktep That's because it's actually called Pixexix.  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 
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Developer / Art / Re: Art Advice needed
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on: April 22, 2013, 08:06:04 AM
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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.psdIf 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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