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481
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Developer / Art / Re: Animation critique thread
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on: February 08, 2010, 12:15:05 PM
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D:
Man I love speaking animation srsly 4 REALZ you know g-dawg
but this looks good to me? I'd have to see it in motion to actually be able to judge it, I haven't gained enough SUPA PRO-ness to be able to just see everything move in my mind. Also image is biig so it's hard to get a good overview.
What kind of graphixxxx are you going to use? Pixels? If so I think you could just go ahead and blotch those graphixxx DOWN G
if not I'll try to help anyway O: Anyways it's readable at least! Hehu, that's good in itself I supposes!
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482
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Player / General / Re: Sonic the Hedgehog 4: Episode I
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on: February 05, 2010, 04:22:55 AM
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This Sonic stuff is now officially as stupid as the Mario stuff.
I wish they stopped recycling visual concepts from old succesful games as if it was carrying some meaning by itself.
Instead of actually DELVING INTO the visual concepts, trying to actually see what's GOOD about them, trying to find out what about shapes, colours and design mentality behind them (or is there as a result of just good luck), learning about it and then using it to create the same old sonic BUT NEW AND BETTER, yes? yes if so, then I agree also I feel my english and coherency skills are failing in this post but whatever. Also sonic should have FM music ): http://www.youtube.com/watch?v=9zqf6Fdtau8&feature=player_embedded SHOULD SOUND LIKE THIS DDDDDD: It never will.
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483
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Developer / Art / Re: My Art [Venator Inc.]
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on: February 04, 2010, 05:22:04 PM
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@"Read it though, it might be relevant": of course I'll read it through. Almost every long wall o text comment is worth reading it, because the information is almost always helpfull. And okay, I'll draw a model from 3 views, just to practice  @Theo: So, how did the limbs actually have to be? I'm not really sure about it  Yuss, then post it here! : D so I can give feedback! The limbs need to have more distinct shape, larger at the upper-middle part of the calves, and, well, note how the outer parts of the thighs bulge outwards in the model he posted? That kind of stuff. The silhouettes of the woman's calves in your image are almost concave! O: that's what he meant.
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484
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Developer / Art / Re: Mockups
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on: February 04, 2010, 05:18:57 PM
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i would say to you, purple something, to continue to pursue the kinds of graphics that your heart desires. unless youre trying to make money  You know, if you think it's ugly, you can just go ahead and say "it's ugly". -_-You are... not necessarily a kind person. Michael sure is a kind person, I've never seen him be mean for real ever. He's never seemed like the kind of guy who amuses himself by telling people mean stuff in the internet O: I read it as 'it's hard to do the art that YOU desire if you're trying to make money' which would go for all of us. etc. And such! Anyways it's not true O:! I'm totally gonna make my money doing my kind of arts @ n @
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485
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Developer / Art / Re: Art
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on: February 04, 2010, 05:15:49 PM
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ART  for school projeckt But I like!  This was fully intentional <3
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488
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Developer / Collaborations / Re: Open Project: Four Swords-like Adventure (design time)
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on: February 02, 2010, 01:06:19 PM
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PLACE-HOLDER SPRITES I cannot stress this enough GOOD PLACE-HOLDER SPRITES THAT WORK AS BASES that you can expand upon. While we figure out the gameplay on both a macro- and micro level * __ * Because we cannot simply come to the conclusion that 'hey we'll have to ditch drill girl' and she's already fully pixeled, drill and all - or well we could but I think either we'll just not feel up to it and the game will get worse, or we will actually drop her from the game and then lots of work will have gone to waste. With the minuscule amount of actual O.K.ed finalized concept and gameplay material we've got right now, we can't "whip up" some of the single most important game play pieces and then condemn ourselves to the gamble that it all MIGHT fit together in the end. We need gameplay basics, ideas for puzzles, etc. Then we need to create simple assets that we can use for proof of concept. When that works we continue on like that until we have something we can all agree upon. During this stage we make more (and fiddle with existing) concepts to make them work with the actual game play. THEN, when there is both concepts and gameplay that match. Then is where production starts. Also I have 1 year (oh I want mooore) of experience of actual game industry work where we were condemned to work with basic assets that sucked balls but couldn't be changed. We will not condemn ourselves to this if we want this project to have even a basic chance of survival, ok? It worked for guy balding because it was all based on arne's huge game doc and the game is supposed to be random and have all kinds of variables, so people can just shove whatever fits into the gameplay frame into it. The scope for this thing is so much more huge. The underlying idea calls for so much more coherent structure between different concepts. We will have to make sure that happens if we want this to see the light of teh day yo this is all my response to the bullet point of Whip up some sprites for the characters once they're decided on that is, in essence, me saying that the stage of 'once they're decided on' should come later than this. And that there should be a prototyping phase where art assets are provided more sketchily before PRODUCSHON starts. Of course, sometimes you can go just from idea to production without having to 'try it out' but then you've gotta be in that sweeeet spot where you just know exactly what's going on. We're not there. OVER AND OUT
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489
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Developer / Art / Re: My Art [Venator Inc.]
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on: February 02, 2010, 12:52:36 PM
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Haha, I was going to complain about the boobs of the second 'anime girl' in your earlier post, seeing the anatomy practice one I'm seeing some kind of improvement
Boobs are important stuff you know!
Mostly cause they've been so utterly badly rendered (esp. in 90s video game 3d graphics and game art) through the times, and that your picture was sort of following along the boobs-as-spheres thing. In anime-like art*** too, you should try to go with good anatomy - most art in most manga and anime is built upon good anatomy and then simplified/exaggerated to fit the style. Which can sometimes look quite interesting/funny when you've got a realistically rendered body with ANIME FACE (TM) stuck on top.
Or the manga and anime where you've got super simplified girls with positively huge eyes togheter with realistically rendered old men with eyes 1/8 of the girls. Residing in the same manga/anime. Oh my.
Anyways one can never skimp on the anatomy. Nor the boobs. Boobs are anatomy you know!
I think you're having somewhat of a problem with rendering your characters in 3d space? I think a good exercise for you would be to draw the same face in 3 angles (front-inbetween-profile) to force you to think about facial details and their placement, etc. in 3d space, however you choose to stylize them. Otherwise you might end up with non-flexible symbolic shapes that you cannot stray from - they'll be locked in muscle memory and you'll have a hard time expanding upon them.
Wall of text about stuff. Read it though, it might be relevant. Translating anime-like stylistics into 3d-able art is hard, but always worth it. I'll be there to help you. Probably. If I feel into it and am at the computer. But still! : D
***about calling stuff anime art or manga art, both are perfectly valid, they still just mean 'big eyes or man I dunno japanese popular drawn entertainment stylistic' and these are the two big media where this stylistic appears all the time.
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490
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Developer / Art / Re: Does anyone understand this?
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on: February 02, 2010, 12:37:44 PM
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It shows a lack of character. You should always try to be bold and be never flip-flop on anything. If you are unsure that you are right about something or if it's something you don't feel strongly about, then keep it to yourself and don't indicate otherwise. Don't start arguments if you don't intend to finish them.
Uh I kind of cringe at that advice. While I see that you should be bold to a certain degree I think its totally okay not to be sure of something and I think its harder to be humble and admit that you arent sure. Its very easy to just be bull headed and pretend like you know it all. If you want an honest discussion you have to be honest. But yeah a certain amount of confidence is necessary when making an argument. "you should always" this preaching sounds sorta, man I dunno. I think he's exercising 'internet artistry'?
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491
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Developer / Art / Re: RUNMAN!!!!
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on: February 02, 2010, 11:54:14 AM
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This image made me laugh IRL, I don't even know why, it's just pure humor genius! :DDD the expressions are so awkward in the best way.
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493
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Developer / Design / Re: Individuality in Strategy Games
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on: February 01, 2010, 06:45:55 AM
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Yesss, rewards for letting key characters live
AND
rewards for letting key characters DIE
that would seriously make for some great drama in my opinion, while also allowing for individuality in characters, which is some kind of awesome I think.
The hero of the people is killed in battle, all ground troops suddenly have a crazy enraged morale boost (if there's such a 'stat' in the game) making for some awesome retaliation revenge anger shenanigans
the next scenario, though, morale starts out low and you'll have to spend effort to get it up.
No, I dunno. This is an idea. If it is good, I do not know. But it's dramatic? Ehehe
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497
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Player / Games / Re: IGF 2010 nominations
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on: January 15, 2010, 04:50:03 PM
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Perhaps I should go ahead and organize the "Melly's Always Right Awards".
A benevolent despot, always a nice thing. I say go! Now when people go nutters over MARA at least they know exactly who to bash
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498
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Developer / Art / Re: Does anyone understand this?
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on: January 15, 2010, 04:28:12 PM
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Maybe whoever created it did so in hopes it would spark THIS EXACT CONVERSATION.
their pretty good then. It's a joke, a hoax. Like a the whole rickrolling shit, somebody got artrolled with a piece of "art" like this and wants to fight back now. It's all just a product of reallife internet spambots. We should abandon the term 'trolls' and start calling them 'internet artists' then! : D Edit: Or put trolling into the galleries, like screenshots of your latest trolling escapade. Actually I'm quite sure I could pull that off as an art piece. Oh life.
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499
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Developer / Art / Re: show us some of your pixel work
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on: January 15, 2010, 04:20:48 PM
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Yess, roundify her eye a little to make it less 'hello I am a shape'y and more eyelike
also I really like the hiresness, it's really well done : D
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500
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Developer / Art / Re: show us some of your pixel work
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on: January 13, 2010, 03:50:41 PM
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That obsessed pixel guru helm is one of the best pixellers out there ever, and is sorta genius for actually breaking down WHY certain clusters of pixels would look good and why some just fuck up everything.
But sure, it's intense reading, and I think I got more out of it since my mind had already touched upon those concepts - they just crystallized more when I read helm's stuff.
Also don't write what he writes down as 'too hardcore', it's all stuff you should learn, although you can as well just get it down subconsciously by practice, and, in fact, I'd recommend that over just readon stuff.
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