Joshua
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« Reply #2100 on: February 08, 2013, 08:19:50 AM » |
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@eliseeThat is totally rad! I'm always pleasantly surprised by what the CraftStudio community is creating. Is there a gallery of featured work anywhere? Edit: Just found your tumblr!
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« Last Edit: February 08, 2013, 08:54:47 AM by Joshua »
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elisee
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« Reply #2101 on: February 09, 2013, 05:44:58 AM » |
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@eliseeThat is totally rad! I'm always pleasantly surprised by what the CraftStudio community is creating. Is there a gallery of featured work anywhere? Edit: Just found your tumblr! Yup, I just started using Tumblr and I'll try to share most stuff there, I also upload a lot on imgur and when the website redesign hits (along with CraftStudio beta), I plan to have a dedicated part where people will be able to showcase their creations.
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Hawt Koffee
Level 1
That's a wild fire.
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« Reply #2102 on: February 09, 2013, 01:58:57 PM » |
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animations for a dota 2 courier I'm working on
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Quarry
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« Reply #2103 on: February 09, 2013, 02:31:11 PM » |
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Holy crap, that's original!
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Delicious
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« Reply #2105 on: February 09, 2013, 03:27:20 PM » |
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I might use similar style in some game I will be making. Whatcha make that out of and how
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Blah Blah Blah <3 Twitter - Zjdelicious
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mono
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« Reply #2106 on: February 09, 2013, 04:01:45 PM » |
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I'm pretty sure it's a 3d model just rendered in very low resolution. Looks really cool though.
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nospoon
Level 1
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« Reply #2107 on: February 09, 2013, 04:11:33 PM » |
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I'm pretty sure it's a 3d model just rendered in very low resolution. Looks really cool though.
Yup, just a crappy blocky model rendered in 32x32 and upscaled.
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Geti
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« Reply #2108 on: February 09, 2013, 05:44:58 PM » |
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Saw someone doing that with motorbikes and shit on polycount. Gave me nerd boners at how effective it is for such a lazy technique. Teleglitch does a similar thing. Totally gonna use it at some point about 8 months after it's hit it's peak use, pretend I'm bringing it back instead of late to the party B^)
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Pixelworship
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« Reply #2109 on: February 10, 2013, 09:43:18 AM » |
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I was gonna upload a bunch, but none of it's game related except this one and it really isn't anything special but anyhow here's a Jet Set Radio logo in 3d. Nothing's been done to it, I just rendered the high res one I made in Illustrator in 3d just because I can. Cinema 4d and Illustrator.
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@optriromini
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Quarry
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« Reply #2110 on: February 10, 2013, 09:50:12 AM » |
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Looks slick!
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threesided
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« Reply #2111 on: February 10, 2013, 10:42:54 AM » |
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Optri: Really nice logo work on that Jet Set Radio Piece! WIP, some of you may recognize this guy. Still have to texture him, rig him, and hopefully make him do cool stuff some day. T'would be nice.
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SuperGT86
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« Reply #2112 on: February 10, 2013, 04:30:39 PM » |
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Hey guys looking for some feedback on a model im working on. Still early into it, not sure if its worth putting more in or not. I really want to add some detail, functional detail, as in not lights and fins and stuff just because they look cool, but because they make sense thematically. I'm just not sure where to start or what. This ship is designed as a bomber in a turn based strategy game I'm working on. It only ever operates in space, the wings allow some very basic atmospheric flight. And i still need to come up with some form of armament. I'm only at 1,000 polys and this is the model i plan on using for the PC version, so i have a lot of room to play with at least another few thousand. Just looking for feedback on the overall shape and where and what you extra you would put in Also im not really sure if i should just texture in panels and seams etc or model them, first time working on something like this, and star wars is a big influence.
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astrospoon
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« Reply #2113 on: February 10, 2013, 09:29:56 PM » |
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SuperGT - I think that could look really nice with just a good texture on it. Def. just use a texture for things like the seams though. Especially if it is for a game. You can always use a normal map to to make the seams look like they have some depth to them. Also, those CraftStudio models are nuts. I love the chunky look that CraftStudio's editor encourages. So I got my bear guy mostly rigged up and I am playing around with animations. This is still pretty jerky (especially in gif form) but I'm making progress. Derek suggested I push the proportions of the bear more, and so I played around with it a bit. I think it looks much better now, but I'll probably tweak it further still at some point. For now I just want to get some rough animations done so I can get him running around in Unity.
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Aquanoctis
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« Reply #2114 on: February 11, 2013, 04:59:53 AM » |
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WIP, some of you may recognize this guy.
Ahh yes I remember, this is looking great already!
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terri
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« Reply #2115 on: February 14, 2013, 09:20:22 AM » |
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experimenting with quick animations that would work well in a game also
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Joshua
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« Reply #2116 on: February 14, 2013, 09:25:56 AM » |
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Very cool. I think the swing animation could benefit from a quick windup, strike, and then a small recoil. Keep up the good work!
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Quarry
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« Reply #2117 on: February 14, 2013, 09:28:42 AM » |
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The horns look as if they were parts of his head!
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mono
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« Reply #2118 on: February 14, 2013, 09:33:52 AM » |
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Cool, but that is not how you swing an axe. I presume it's supposed to be very heavy.
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terri
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« Reply #2119 on: February 14, 2013, 10:38:31 AM » |
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thanks for the feedback, heres an update I'm ok with it being cartoonish, I'm trying to make the animation happen really quickly for fast paced gameplay
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