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1075933 Posts in 44152 Topics- by 36119 Members - Latest Member: Royalhandstudios

December 29, 2014, 04:27:35 PM
TIGSource ForumsDeveloperCreativeArt3D thread
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jddg5wa
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« Reply #2640 on: December 04, 2013, 02:30:35 AM »

are all these renders straight out of the 3D proggy or have you had to tweek them?
Straight out of blender, though the gif compilation is separate ofc.

I'm seriously warming up to this whole "pre rendered sprite" thing; this would save years wrt animation while still retaining a 2d workflow once it's ingame.

Hopefully this brings back a bit of the original "charm", I'd like a slightly softer (and more resolution independent) look if we can get away with it.

That looks great, you should totally do a tutorial or something. I'd be interested to know how you did it so well as I kind of want to use the process myself. Tongue It seems like with more 3D skill than 2D skill it may be a speedier way to create good sprites.
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McMutton
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« Reply #2641 on: December 04, 2013, 02:47:41 AM »

Agreed; the latest iteration is a nice compromise.

Finally got around to texturing Nero, here:
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Geti
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« Reply #2642 on: December 04, 2013, 06:42:45 AM »

More tinkering for a grittier feel; we're leaning towards a "mad max"
kind of world at the moment and the previous one was looking a bit too
clean for a world like that.

Finally got the lights glowing as well, woot.

The shadow has a 50% alpha section so I'm gonna present it on white
to prevent it giffing badly.


Will probably clean the specular off the spare tyre since its really not
helping the material definition; I'm happy with the way the grit has come
up overall though, keen to hear what you guys think.

I completely agree re: the glass highlight thing btw; it wasn't "intentional"
so much as a weird gif artefact (you'll notice it's transparent in the gif),
but I'll see if I can bring it back tomorrow, though I really need to get some
work done on that note guru game.

@jddg5wa: I'm really not sure it needs a tutorial and I don't really have the
motivation to write one Tongue Basically turn the outline rendering system on, choose
settings that look nice, render out at a tiny res, write a script to rotate the
camera and the light around the object and render each frame, combine with an
imagemagick script for use in game. There's nothing special about the model other
than a few of the edges having special settings so that they get a faint line
drawn on them. Oh, and it's vertex paint and procedural noise only, I guess that
may not be obvious or normal for some.



@Mcmutton: I'm really never sure what to feel about the style of these guys,
in motion they look great (that gil animation thing from a while ago was sweet)
but on their own they seem so drastically oversaturated and gradient-y. That
said the silhouette is excellent overall, though you may want to do something
with the edges of the sword (highlights maybe?)
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Delko
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« Reply #2643 on: December 04, 2013, 08:54:20 AM »

This is fantastic. I love the possibilities for procedural landscapes that you've got there. How far along is the game, and does it have a name?
The game called Sky Rogue, and its on alpha 8. I'm only helping with the graphics, but we're hoping to have a public build out around Christmas.

Quote
@delcko is this done in unity?
How about spawning a sphere trigger inside the explosion and when the player goes through it attach a short lived emitter, so it mimick the plane going through some "fluid". In the gif when it goes through the explosion the particle cover the screen then we have a sudden cut to a clean screen, an emitter would give the illusion of follow through and lessen the brutal impact of the cut.
Yes its Unity. I don't know if it will be necessary to have that for the explosion trails, since passing through them like that doesn't happen very often, but for clouds I think it would be beneficial to have the screen fade to maybe 40% white while you ass through it.



@Geti, I think the grit gives away that its per-rendered. The clean version looked like a hand made sprite.
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Schoq
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« Reply #2644 on: December 04, 2013, 09:14:13 AM »

I think it looks less pre-rendered now, actually. Probably because it looked way too clean for the apparent amount of available colours before.
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Geti
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« Reply #2645 on: December 05, 2013, 05:50:00 AM »



(standard everything is WIP disclaimer)

We decided "fuck it" on the whole "looks like a sprite" side of things; it just needs to look like a consistent world.

Working title "JeepJeep". Looks pretty neat in motion, but the gif I got is 10mb and I shouldn't share the instaplay link just yet, so you have to wait Smiley
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Impmaster
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Scary, isn't it?


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« Reply #2646 on: December 05, 2013, 06:28:48 AM »

Wait, is this for your next game after KAG?
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ANtY
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i accidentally did that on purpose


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« Reply #2647 on: December 05, 2013, 06:40:06 AM »

Wait, is this for your next game after KAG?
that'd be a shame
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Geti
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« Reply #2648 on: December 05, 2013, 02:54:30 PM »

@anty: huh?

Wait, is this for your next game after KAG?
there are a few in the prototype stage, we'll see how it goes. we've really only got maintenance and admin related stuff to do in kag for the immediate future, with a few content updates down the line.

wrt jeepjeep there's already working multiplayer and we've got probably 80% of the design hashed out, we're very sick of moving slowly so it's been refreshing. gonna have to alternate weeks on various projects to avoid getting bogged down in context switches I think.
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ANtY
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i accidentally did that on purpose


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« Reply #2649 on: December 05, 2013, 03:16:15 PM »

@Geti: I'd rather see you working on something I'd like to play, but that's rather subjective point of view, right?
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Geti
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« Reply #2650 on: December 05, 2013, 03:49:06 PM »

Fair enough, turnaround on this is expected to be less than a month at current rates though - scope is small, pace isn't bad, and we're not relying on other team members for anything. JeepJeep actually falls under the umbrella of a larger plan revolving around getting these things done quickly.

What sort of games do you like to play? :^) We'd like to have a smorgasbord of fun stuff for many palates in the end.
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ANtY
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« Reply #2651 on: December 05, 2013, 04:03:37 PM »

That's a good plan, I will be cheering on you finishing the game in that timeframe, good luck Smiley

I don't really play games much so I won't be a good representative to base on  Wink
but Iji, Knytt Stories, VN games, this sort of stuff
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nihilocrat
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« Reply #2652 on: December 11, 2013, 08:00:44 PM »


This is fantastic. I love the possibilities for procedural landscapes that you've got there. How far along is the game, and does it have a name?

Glad to hear you're excited! I remember emailing you waaaay back in 2009 about "Operation Shoumei", a "roguelike flightsim" I was starting on in OGRE3D. This is basically what happened when the idea re-occurred to me this summer.




You can follow the development here

I'll also have an IndieDB page up soon where I'll try to cross-post stuff occasionally.
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Jad
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« Reply #2653 on: December 12, 2013, 02:33:02 AM »

the general look of the game is much beautilicious

I'd love to play this game in an arcade cabinet for some reason

thumbs up for the itano circus you've going on there. the more itano circus, the better

http://www.youtube.com/watch?v=BzXfVgYCxWI
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Geti
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« Reply #2654 on: December 12, 2013, 07:15:56 PM »

Female space explorer.


Warmup for LD, might end up shoehorning onto whatever theme as I'm
fairly pleased with how it turned out, haha.


Also some more jeepjeep stuff, weapons + colour coded jeeps since
just the weapons was WAY too hard to see moving at high speed.


Fairly happy with them, been fun playing around with the look of
the cars while Michal refactors stuff.
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herror
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« Reply #2655 on: December 13, 2013, 04:28:41 AM »

I started doing 3d recently.

From a drawing


For a friend's plushies shop
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phi6
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« Reply #2656 on: December 13, 2013, 06:22:30 AM »

Those are awesome!
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Cellusious
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« Reply #2657 on: December 13, 2013, 08:14:10 AM »





Sorry a bit big
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SolarLune
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Hmm.


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« Reply #2658 on: December 13, 2013, 09:25:06 AM »

Looks like humanoid Colossi from Shadow of the Colossus. Really cool, Cell!
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coah
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« Reply #2659 on: December 13, 2013, 02:47:00 PM »

That stuff is really fascinating to look at Cellusious.
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