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TIGSource ForumsDeveloperArt (Moderator: JWK5)3D thread
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pen
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« Reply #2340 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
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« Reply #2341 on: April 29, 2013, 01:37:11 PM »

Does Pixexix do more than

? I've never heard of it until now, so might have to give it a shot.
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Geti
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« Reply #2342 on: April 29, 2013, 02:57:19 PM »

Does Pixexix do more than

? I've never heard of it until now, so might have to give it a shot.
I haven't tinkered with blender reproject; looks similar though tbh so I might have to give that a go at some point soon.
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Delko
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« Reply #2343 on: April 30, 2013, 01:43:44 PM »


Kinda rushed poster for school. Original file is 7200 x 5400. Took like 4 hours to render the AO pass.
« Last Edit: April 30, 2013, 01:48:49 PM by Delko » Logged

SolarLune
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« Reply #2344 on: April 30, 2013, 05:46:35 PM »

A tank.

For some reason, the picture isn't coming out. Anyway, weird / crazy looking tank!

@Delko - Man, you do low-poly art swimmingly. Excellent work.
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biomechanic
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« Reply #2345 on: May 01, 2013, 03:25:15 AM »


I didn't like the jaggedness of the shields on the left and decided to add 45° slopes to this blocky world.
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« Reply #2346 on: May 01, 2013, 05:38:12 AM »

@Delko: I really like this composition and render. The resolution you rendered at makes me think you plan to use this in a print? Because right now I can easily see this used in a graphic design poster.

@Geti: I've played with it and Pixexix is pretty cool. I think it's a definite buy in my future too.


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tequibo
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« Reply #2347 on: May 01, 2013, 05:58:37 AM »





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SolarLune
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« Reply #2348 on: May 01, 2013, 06:29:48 AM »

I didn't like the jaggedness of the shields on the left and decided to add 45° slopes to this blocky world.

Hah, awesome! the legs are a bit weird with how they are shaped, but I think it's unavoidable when you have blocky visuals. It's pretty cool.



Really cool. I think the top one could use more curling tentacles going outward and an overall recoil when it pumps. It's kind of hard to explain.
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tequibo
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« Reply #2349 on: May 01, 2013, 06:51:53 AM »


Really cool. I think the top one could use more curling tentacles going outward and an overall recoil when it pumps. It's kind of hard to explain.
Thanks! Yeah, I'm not entirely happy with it myself, might tweak it some more, I'm still learning the ropes in blender.
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FawfulBeans
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« Reply #2350 on: May 01, 2013, 08:41:31 AM »

I think the part of the cycle where the tentecles push out should be quicker than the part where they draw back, if you know what I'm saying.
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Delko
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« Reply #2351 on: May 01, 2013, 10:04:42 AM »

Thanks guys. Its an 18x24 poster I made for an assignment on visual tension. I'm not really confident I nailed the whole visual tension part but what ever.
Heres a really shitty picture of the actual poster.

Thanks staples.
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gimymblert
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« Reply #2352 on: May 01, 2013, 11:20:22 AM »

Well the peaceful sky takes up most of the image and the color are peaceful and the line and rhythm pretty even, the horizon is at an expected place and the shadow are soft. At best it has some dynamism due to contrast of the few angled element but it does not scream visual dynamism to me.
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_arnulfo
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« Reply #2353 on: May 01, 2013, 12:36:13 PM »

Delko: Man I'm just dying to see some rad typography overlayed on that poster (whatever it would say). It would look great.
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biomechanic
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« Reply #2354 on: May 01, 2013, 01:23:45 PM »

@tequibo
Love your creepy creeps.


Reworked my guy, this time stealing proportions from S&S. Looks better in-game without the massive head obstructing the body.
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« Reply #2355 on: May 01, 2013, 01:25:05 PM »

@biomechanic I like the first one a lot more. We need to collab because it looks amazing.
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gimymblert
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« Reply #2356 on: May 01, 2013, 02:27:07 PM »

I found the new one much better with better silhouette and readability and more personality too.
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Ragtag Studio
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« Reply #2357 on: May 01, 2013, 02:35:32 PM »

I am always in awe when I see the work you guys do. I've always wanted to create my own games, and I was just wondering how hard you guys think it is to create basic 3d games (with storyline that is). Any tips to an aspiring indie game developer?

I'm wanting to create something very 'low poly' so to speak. like these:


I have only extremely basic programming knowledge, and I'm an adequate artist. Also, what kind of programs and languages do you guys use?

I'm one third of Ragtag Studio and art director for Ray's the Dead, which is shown in the above image. For Ray's the Dead's characters I am using Blender to rig individual planes textured with each piece that comprise the character. 

Animating using a skeleton allows me to reuse a lot of animation data between characters.  At the moment we don't have a solid pipeline for exporting UV animation from Blender to Unity but I am hoping that we can figure that out soon. 

Shooting for a low poly or 2D look can be a good idea for an aspiring indie developer.  Art assets take a lot of time to make and keeping art requirements down can be important to actually being able to finish a game! Smiley
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« Reply #2358 on: May 01, 2013, 02:51:49 PM »

Really dig the art style on Ray's the Dead. How are you doing UV animation anyway? Are you using that new UV Warp modifier in 2.66 or is there some other method?
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Ragtag Studio
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« Reply #2359 on: May 01, 2013, 03:05:52 PM »

Thanks, I'm glad you like it! I hope to be using the UV warp modifier going forward but for now I am doing some really hideous voodoo that I'd rather not talk about.  Embarrassed The big question is how I can get the animation data from Blender to Unity.  I have some thoughts but I'm not a programmer so we'll see.
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