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21
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Developer / Art / Re: How to start arting?
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on: July 02, 2015, 11:10:45 AM
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Here are some basic tips:
1. Draw every day. Even if it's just a small sketch, find something to draw every single day. This will slowly but surely get you more into the art zone, so to speak. I would suggest keeping a personal sketchbook on you at all times
2. Start with practicing basic shapes. By this, I mean to start drawing everything in perspective: cubes, cylinders, etc. If you look at even the most complicated drawings, you can pretty much break them down into simple 3D shapes if you look hard enough, which is why learning how to draw in 3D space is essential.
3. Learn basic shading. Value (or light and dark), helps give drawings depth, so knowing how to give a drawing value is pretty important. There are a near infinite amount of tutorials out there for different shading styles, but I'd start with learning cross hatching (shading using lines).
Hope this helps in any way. Good luck on your arting adventure!
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24
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Developer / Art / Re: Robe Cloth In Unity
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on: June 28, 2015, 12:58:56 PM
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You could try separating the cloth parts of the character and parenting them to the main model. Then you'd apply the cloth modifier and skinned mesh renderer, assuming you can get the colliders right (you have to set up capsule and sphere colliders that determine where the cloth is allowed to go).
I can't guarantee this approach will work, but that's how I (clumsily) set up the scarf on my character. Hopefully this helps.
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25
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Developer / Art / Re: Ground tile
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on: June 28, 2015, 12:53:36 PM
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The third one looks the most desert-y, but it lacks variation and contrast. Could be much worse though, and I don't think you want to draw too much attention to it anyway. Honestly however, I prefer how it looks in the mock-up.
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26
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Developer / Art / Re: 3D thread
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on: June 27, 2015, 02:02:43 PM
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Main character for my 3D platformer project:  Who is he exactly? Who knows.
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31
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Developer / Art / Re: Doodles Thread
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on: June 08, 2015, 11:29:23 AM
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I recognize that fellow. Does he look similar to someone? I actually just tried to draw the character from my first game. (check my very first twitter post if you want). This is from the 2D platformer, right? I think I remember helping out with that project.
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32
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Developer / Art / Re: Any comments on my art direction?
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on: June 08, 2015, 11:24:15 AM
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I like the direction, just keep perspective lines in mind when making indoor environments. The book case for instance looks wonky, almost as if it's drawn from an orthographic point of view.
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33
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Developer / Art / Re: Doodles Thread
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on: May 27, 2015, 12:53:23 PM
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 i didn't actually draw a lot since my childhood/early teens, just made game sprites recently. maybe i'll get into drawing again now I recognize that fellow.
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34
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Developer / Art / Re: Lets Poly: Low Poly House
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on: April 14, 2015, 02:55:22 PM
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Besides the fact that some of the flat triangulation looks a tad weird on the walls and roof, I quite like it. I'd almost recommend putting simplistic brick textures on the walls, but I don't know what kind of style you're going for in this game. Just a tip though, assuming you're exporting this as a game asset to Unity or something: make sure to bake the ambient occlusion and all that other stuff so it still keeps that cycles level quality in the engine.
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35
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Developer / Art / Re: The animation thread
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on: March 19, 2015, 09:26:19 AM
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Here is a progression of an animation test I did for a game on which I'm working. I was trying to get the feel of the swing just right so I posted the first GIF on another thread, and with the feedback I made some improvements. Now, I'd like to know what you guys think about it! First:  Second:  Final:  There's kind of a lack of anticipation there. The swing is a bit sudden, and ought to have a preceding movement such as the arm moving back before the swing. Otherwise, I like it so far.
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38
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Developer / Art / Re: Doodles Thread
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on: March 02, 2015, 04:23:32 PM
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Fishmovel  This is strikingly similar to a character I created for a character design project in my animation class....
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39
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Developer / Art / Re: baking normal maps and making textures for a tileset?
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on: February 28, 2015, 09:01:17 AM
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Sorry if I'm answering the wrong question, but assuming you're trying to make seamless textures, you'd do that within an image editor with an offset option (i.e photoshop). If the texture is already seamless, I think just applying it to each individual corner should work as long as each one is properly UV unwrapped. I think. Sorry if that doesn't help, I'm not a master at Blender.
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