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891535 Posts in 33546 Topics- by 24781 Members - Latest Member: smilingrob

June 19, 2013, 10:55:34 PM
TIGSource ForumsDeveloperCreativeArtMockups, or the "Please say this is going to be a game" thread
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Author Topic: Mockups, or the "Please say this is going to be a game" thread  (Read 830095 times)
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« Reply #4590 on: March 24, 2012, 02:27:23 AM »


multiplayer zombie rpg? Maybe...
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kamac
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« Reply #4591 on: March 24, 2012, 04:39:33 AM »


multiplayer zombie rpg? Maybe...

This looks quite nice  Smiley

I like the building especially.
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Eigen
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« Reply #4592 on: March 24, 2012, 11:54:27 AM »

Very nice mockups everyone, beautiful graphics! Smiley

Here's mine, tentatively called the Global Warming Outrun, a game where you'd try to outrun global warming for as long as possible by running along blocks of ice and avoiding obstacles like polar bears and penguin poop.

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« Reply #4593 on: March 24, 2012, 03:09:49 PM »

cool idea
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« Reply #4594 on: March 24, 2012, 04:09:04 PM »

cool idea

 Durr...?
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« Reply #4595 on: March 25, 2012, 11:26:12 AM »

Those buildings look amazing! I'd love to see these in a game asap!

Some isometric testing. I got the character rigged today and I did a quick little animation. I plan to do walk cycle, some lighting test next.



And one bit larger screen: http://www.kaipaamo.fi/make3d/wp-content/uploads/2012/03/chartest.jpg
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« Reply #4596 on: March 26, 2012, 12:30:36 AM »

great stuff asa! I would love to see more.
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« Reply #4597 on: March 26, 2012, 12:36:34 PM »

Thanks green and enker!

I've been busy learning rigging in Blender. I did this simple walkcycle few days ago, added some interface there just for laughs.


Will this be a game or realtime someday.. Well,  Shrug  We'll see where this is going. At very least I'm gonna do a little mockup town scene with some animations and lighting in place..
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« Reply #4598 on: March 26, 2012, 04:35:40 PM »

Ooh that's hot.  Maybe it would look better if the circle was isometric and in the same perspective as the ground.

Can't wait to see more of this, do you have a devlog?
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Franklins Ghost
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« Reply #4599 on: March 26, 2012, 06:02:20 PM »

That's great asa, hope you keep developing it because I'm liking the atmosphere you have going on  Smiley
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« Reply #4600 on: March 26, 2012, 09:21:25 PM »

ev149, http://www.kaipaamo.fi/make3d My new personal blog, I'm updating it few times a week.
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« Reply #4601 on: March 27, 2012, 03:32:53 AM »

Really cool, the buildings and style remind me a lot of indie-published-classic Dink Smallwood Tongue
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« Reply #4602 on: March 28, 2012, 09:28:24 AM »

Did some workflow test today, read more about it in my blog: www.kaipaamo.fi/make3d/. while testing things out I created this interior wall and floor set. I should probably start a thread for this project, but not yet, this is still very much in the mockup state.
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« Reply #4603 on: March 28, 2012, 10:21:12 AM »

I have to say the Occlusion concavity really does wonders for these renders.  I'd suggest though you avoid the whole post-render scaling process as much as you can.  From a game-dev pipeline standpoint it's hell.  It may take a bit of math to set up your camera and render settings to render at the pixel-perfect res of your game, but once you do have that you're golden.  You'll thank me later, I promise.  It's what I ended up setting us up with at work when I worked on lucky space. It also makes rendering out animations FAR easier.

[Screenshot]
[Screenshot]
[Sprite Sheet Example]
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« Reply #4604 on: March 28, 2012, 08:40:18 PM »

fwiw it feels like it'd be nicer without vines on every single wall. Mix it up a bit, looks very uniform for an overgrown interior at the moment.
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