Howard Day
Level 1
Huge fan of spaceships and exposions.
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« Reply #340 on: June 08, 2014, 04:10:51 PM » |
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premonster: Very rude. I'm just a fan and nothing I've done comes close to IRKALLAs actual art. Take it back.
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« Last Edit: June 08, 2014, 05:19:53 PM by Howard Day »
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premonster
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« Reply #341 on: June 08, 2014, 05:52:32 PM » |
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premonster: Very rude. nothing I've done comes close to IRKALLAs actual art.
i have never heard of you or seen any of YOUR art yet. that is not your art, its THEIR art. you just made it into a 3d model. basically, THEIR art on a 3d render looked cooler to me than pure old sprite. would be nice for a boss, special character or something, just to make it different.. also dont feed the trolls, bro. you could collaborate to his project is what i think, but doesnt have to be you. could be any 3d modeller.
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« Last Edit: June 09, 2014, 09:52:16 AM by premonster »
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BomberTREE
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« Reply #342 on: June 08, 2014, 06:30:43 PM » |
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"I like the look of IRKALLA in 3d" would have been a less awkward way to state your feelings premonster. Also Howard that's some cool stuff man! Maybe update on your own thread full of your sweet art. (since this is someones else's development blog) Anyways keep at it Skydsgaard, I love the world you're making!
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« Last Edit: June 08, 2014, 06:36:19 PM by kitheif »
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tuglaw
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« Reply #343 on: June 09, 2014, 05:53:02 AM » |
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I'd go ahead and say that you and Skydsgaard should collaborate, I bet it's quite taxing to animate such elaborate sprites and you nailed the art style quite well. Of course, I'd leave the more natural motion from the non-mechanised enemies to Skydsgaard since that would be more work to model and animate in 3D instead of 2D. Congrats to both of you, this game is quite the looker.
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premonster
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« Reply #344 on: June 09, 2014, 07:44:39 AM » |
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I'd go ahead and say that you and Skydsgaard should collaborate Congrats to both of you, this game is quite the looker. there we go...
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08--n7.r6-79.84
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« Reply #345 on: June 09, 2014, 08:15:37 AM » |
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I'd go ahead and say that you and Skydsgaard should collaborate Agreed, it's a great idea. 3D will be more interesting and give more freedom to interact with the game world. You can use physics, complex lighting or bone animations in 2D, but with 3D it is more wider and interesting level of interactions/interactivity. In this sense, a good example is FEZ.
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Netsu
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« Reply #346 on: June 09, 2014, 09:01:11 AM » |
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B-b-but pixel art :C
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premonster
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« Reply #347 on: June 09, 2014, 09:44:14 AM » |
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B-b-but pixel art :C
pure pixel art is too common. people just do it a lot because its cheap and fast. 3d models like that for bosses would be cool, and still pixel art.
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Code_Assassin
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« Reply #349 on: June 09, 2014, 10:32:03 AM » |
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i have never heard of you or seen any of YOUR art yet. that is not your art, its THEIR art. you just made it into a 3d model.
You're wrong. This is what we call a "derivative" art form, however it is(by definition) art in its own right. It's like saying that every sprite that resembles that of a Super Crate Box sprite, isn't art in it's own right. I find it very hypocritical of you to say this, given that you view the art of Krafters as art(rightfully so, I agree with you), and not this.
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« Last Edit: June 09, 2014, 10:39:00 AM by Code_Assassin »
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Belimoth
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« Reply #350 on: June 09, 2014, 10:39:55 AM » |
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The idea that pixel art is cheaper and faster to animate than 3d is completely backwards.
The 3d model is cool but it is very noisy compared to the sprites.
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ink.inc
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« Reply #351 on: June 09, 2014, 10:41:49 AM » |
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3d has a higher barrier to entry but is much faster and easier to animate than pixel art lol
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Kinaetron
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« Reply #353 on: June 09, 2014, 12:12:08 PM » |
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Yes to everything that's going on in the thread
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Life sucks and then you die.
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Spennerino
Level 1
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« Reply #354 on: June 09, 2014, 01:43:05 PM » |
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Wow! That seems the exact pixelate/low-res and color degradation effect I want to be able to do, to fiddle around with my project. How did you make it?
It's actually pretty simple - all you have to do is make a regular Standard material, put a Falloff material in the diffuse slot, and set the "Falloff Type" to "Shadow/Light". Then you stair-step the Mix-Curve like so: Then just set the Self-illum to 99%. To blend between your two textures, just drop them in the two slots of the falloff. Just make sure shadows are on, and this should work great! (One downside, it doesn't work with colored lights, so if you're trying to remake Mike Mignola's fantastic art style this way, it's not going to work. ) ALTERNATIVELY: Just download the mech.max file. I've got an archive with the mech in MAX 2014/2011 format. http://www.hedfiles.net/irkalla_mech.zip <<<<<YAY! You'll only need one plug in: http://www.ddag.org/f-Edge/f-Edge106.zipWhich I used to auto-call out the hard edges, as to save myself the tedium of uv'ing and painting them. Lazy! I'M SO SORRY I KEEP HIJACKING THIS THREAD. This is amazing! Wow, I need to learn how to do this in blender! Thank you so much for the tutorial, hopefully it'll help me figure it out or get me to arrive at something similar.
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Vovosunt
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« Reply #355 on: June 10, 2014, 02:53:47 AM » |
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I think Skydsgaard and Howard should collab. Just my opinion
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GlaDOSik
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« Reply #356 on: June 10, 2014, 04:14:05 AM » |
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I think it would be stupid to throw away all that stuff they made and start from scratch in 3D. IRKALLA if fine as it is now. Howard's work is great but I don't think there is any need to collab.
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tuglaw
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« Reply #357 on: June 10, 2014, 04:26:49 AM » |
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I think we're derailing this thread too much. No one said anything about trashing work that has already been done. Anyway, my only complaint is that the logo isn't very readable. Everything else is great and should stay great.
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premonster
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« Reply #358 on: June 10, 2014, 07:42:55 AM » |
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stupid to throw away all that stuff they made and start from scratch
You can splash 3d in most 2d games these days, cause they're using 3d rendering engines already instead of blitting.
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BomberTREE
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« Reply #359 on: June 10, 2014, 02:23:11 PM » |
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I think we're derailing this thread too much.
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