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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 1Wilson's Art Dump [update 11-20-09]
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Author Topic: Wilson's Art Dump [update 11-20-09]  (Read 13002 times)
Wilson Saunders
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« on: October 26, 2009, 08:11:36 PM »

Here is my contribution to the Assemblee Competition's asset phase. Lets get things started with monkey ninjas:


Updated 10-31-09: added 3 frame attack animation to all standing and running frames


For any one making a fantasy isometric game:








Currently working on modeling a WWII era fighter plane which will be rendered in isometric

More to come...
« Last Edit: November 20, 2009, 08:56:40 AM by Wilson Saunders » Logged

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Melly
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« Reply #1 on: October 26, 2009, 08:37:50 PM »

You had me at monkey ninjas.
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« Reply #2 on: October 26, 2009, 08:52:25 PM »

The run is awesome. Dagger-wielding-tail attack animations?
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Wilson Saunders
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« Reply #3 on: October 26, 2009, 09:00:16 PM »

The run is awesome. Dagger-wielding-tail attack animations?

Since people expect their attack to happen the instant they press the button, the attack animation will consist of one frame that shows a white blur that describes the blade's arc. I still have to do jumping and climbing animations, and I want to give the sprite the option of attacking while standing, running, jumping, and climbing.

Edit Just added jumping monkey roughs, Animation up top:
« Last Edit: October 26, 2009, 10:24:08 PM by Wilson Saunders » Logged

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Wilson Saunders
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« Reply #4 on: October 31, 2009, 03:29:23 PM »

Just colored in all the Black and white roughs as well as added attack animation



The running attack doesn't look smooth, because I expect the programmer to switch between the three attack phases based on when the user hits the attack button. This way the running animation does not stutter when an attack is done.
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« Reply #5 on: November 01, 2009, 05:09:34 AM »

My mind melts just imagining the awsesome games that could result from this compo
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Tycho Brahe
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« Reply #6 on: November 01, 2009, 05:47:08 AM »

Any chance you could do these with the original silhouette style as well?
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« Reply #7 on: November 01, 2009, 07:25:39 AM »

it's amazing!
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Wilson Saunders
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« Reply #8 on: November 01, 2009, 09:22:45 AM »

Any chance you could do these with the original silhouette style as well?

Ask you you shall receive:


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Tycho Brahe
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« Reply #9 on: November 01, 2009, 11:20:37 AM »

YAY!
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« Reply #10 on: November 01, 2009, 02:49:08 PM »

Hahaha, imagine a Strider-like game with a monkey. That would be great.
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« Reply #11 on: November 01, 2009, 07:29:46 PM »

My mind melts just imagining the awsesome games that could result from this compo

ditto
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Wilson Saunders
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« Reply #12 on: November 14, 2009, 04:58:43 PM »

I spent the last few weeks learning Blender. I figure I could churn out some good isometric sprites if I posed a 3d model. So without further ado I present you generic Red Dragon:

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Wilson Saunders
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« Reply #13 on: November 15, 2009, 01:42:26 PM »

Just did the flight animations:



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Tycho Brahe
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« Reply #14 on: November 15, 2009, 02:32:07 PM »

Nice, I think the wings look a bit too rigid in the flight animations though...
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Wilson Saunders
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« Reply #15 on: November 15, 2009, 09:57:46 PM »

Just added the catch and swing animation for the monkey ninja. I hope some one out there has need of a monkey ninja. Unless there are special requests for that guy I am going to move on.

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« Reply #16 on: November 16, 2009, 09:49:28 AM »

Ninja Monkey!
I spent the last few weeks learning Blender.
Good for you.  I should put some time into learning Blender.
I was kinda wondering how you animated those dragons.

Ive got some game ideas for those dragons. 
It can be amazing how images, animations and music can inspire people.
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Wilson Saunders
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« Reply #17 on: November 16, 2009, 10:01:53 AM »


I was kinda wondering how you animated those dragons.


I rigged my textured dragon model then duplicated it 8 times shifting it 2 Blender units and rotating 45 degrees on the Z axis. I then posed the first model, saved the pose, and duplicated it for the other 8 models. After that I did a render in orthographic mode with a black background (because blender anti-aliases and anti-aliased pink looks ugly). I saved the render to a png, and repeated the posing steps for the next position in the animation. Once I had a full animation 4-8 frames, I loaded all the renders into GIMP, cropped them, turned the background to Magenta, and saved them as .png.

I don't know blender well enough to use its animation tools to stream line the process, but it is the output that counts right?
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« Reply #18 on: November 16, 2009, 11:19:20 AM »

After that I did a render in orthographic mode with a black background (because blender anti-aliases and anti-aliased pink looks ugly).

As a suggestion - perhaps you could do two renders, one with the materials (or whatever, I'm not a 3D guy) and lighting that you've got there, and another in the same poses/positions with a fully-ambient-lit totally-white material on the same black background, so it's usable as an alpha mask for people who don't want the black fringe?

(And/or possibly do the dragon against a dark red background, so the fringe isn't so contrasty with the model?)
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« Reply #19 on: November 16, 2009, 05:40:30 PM »

This is awesome
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