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cygnus
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Reply #92 - Posted
2018-05-25 19:37:04 » |
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 Got a drawing tablet, made a sketch (from eye, I didn't overlay anything). For some reason it saves lighter than I see it, so the mistakes in the light through the water and the random lines to the left of the face are really visible even when they aren't to me. It's now my lock screen background (adjusted to fit phone)
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Games published by our own members! Check 'em out!
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NuclearPixels
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Reply #93 - Posted
2018-05-28 22:46:52 » |
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Finally finished militiaman animations (have a few more, but those are more important). Still needs some sharpening, but for now I am satisfied. Not sure yet, maybe axeman or horseman next.. Have not decided yet 
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mudlee
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Reply #94 - Posted
2018-05-29 06:00:11 » |
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Looks really good!
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NuclearPixels
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Reply #95 - Posted
2018-05-29 08:36:19 » |
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Looks really good!
The 3rd one, death animation, requires a bit of love  . Too much of texture overlapping in the bottom part of tabard during the falling phase :S
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NuclearPixels
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Reply #96 - Posted
2018-07-02 21:15:26 » |
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Been busy lately with this  .. Gives soooo much work  .. The progress is painfully slow.. I did not even do any polishing yet and no attack animations.. Just basic horse+character movement.
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cylab
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Reply #97 - Posted
2018-07-04 07:23:54 » |
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Good job. 3D animation is so much more involved than 2D, so kudos for going through that amount of work! I am not entirely sure, if the movement of the character fits the momentum of the ride when comparing to real world examples like: http://www.youtube.com/v/325p5Pi-BS0?version=3&hl=en_US&start=but it might just be, because the animation is not in a fixed location the whole cycle.
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Mathias - I Know What [you] Did Last Summer!
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NuclearPixels
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Reply #98 - Posted
2018-07-04 08:21:04 » |
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Nice catch  ! Today I will start working on improved (intermediate) version and definitely will take into consideration your feedback. The animation shown in the previous post is yet a draft version, therefore the movements still look abrupt, there are some inconsistencies and texture problems. I will put the intermediate version once I am done for criticism 
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orange451
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Reply #99 - Posted
2018-07-04 13:59:15 » |
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I think that looks real cool! Rigging and animating is still something I fall short at.
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Games published by our own members! Check 'em out!
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SHC
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Reply #100 - Posted
2018-07-05 08:00:38 » |
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@NuclearPixels The animation is soo awesome. I'm not the one to judge it, but why did he get the torch pierced into his thigh?
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NuclearPixels
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Reply #101 - Posted
2018-07-05 11:42:30 » |
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@SHC There is a rigging object (or bone) which I did not hide on the torch handle causing some confusion  (the bone color is gray, that is why it looks like it is pierced into human's thigh)! The torch is actually pretty far from the horse and human body, but since there are no shadows and proper textures it is hardly understandable  .. The hand is also closed in the latest version, like it should be when you are holding something. Feel free to comment, I always appreciate input  !
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NuclearPixels
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Reply #102 - Posted
2018-08-13 21:41:51 » |
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A big update on assets I have been drawing (was on holidays, could not be active). I only post the major ones (I will skip objects like barrel, bucket, etc)  Well is a rendered model, looks good I think   Ram is WIP  I will have a hard time integrating all these into the game.. Since I want to minimize the size of assets windmill and its blades will be split into two assets, one static and another one dynamic.
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SkyAphid
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Reply #103 - Posted
2018-08-14 11:41:06 » |
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Been busy lately with this  .. Gives soooo much work  .. The progress is painfully slow.. I did not even do any polishing yet and no attack animations.. Just basic horse+character movement. I have extensive animation experience from We Shall Wake, if you want some help, you're more than welcome to message me on here and I can give you feedback.
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it just werks
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PixelappGames
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Reply #104 - Posted
2018-08-29 04:35:19 » |
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Practicing my skills. Mash Up: Nicky Minaj (rapper) and Chun Li (street fighter)
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Fun Games!
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philfrei
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Reply #106 - Posted
2018-10-03 00:26:22 » |
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Created some flask icons for my game   Neat, clean, read well. If chemicals are meant to be swirling clouds it might be nice to have a couple minor variants. Or if the color variations are meant to give depth or slight 3D effect, there might be a bit of tweaking to do to enhance the effect. But that all would depend on context and priorities, bang for buck. Flasks, particles, I'm curious now about the game you are making!
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ral0r2
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Reply #107 - Posted
2018-10-03 11:20:33 » |
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@philfrei Thanks for your feedback. Much appreciated  ! I'm not really sure where they will end up in my game. I'm just playing around a little bit trying to improve my art skills. Created this helmet today: 
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ral0r2
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Reply #108 - Posted
2018-10-09 09:47:55 » |
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Created s spear looking item image: 
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cygnus
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Reply #109 - Posted
2018-10-17 02:52:00 » |
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 Working on a landscape. This is a zoomed in part of the clouds. Any comments? I'm trying to make these look as beautiful as I can! (the bottom is WIP). Work done on PS CS6 and Wacom Bamboo tablet.
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cylab
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Reply #110 - Posted
2018-10-17 11:16:38 » |
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Working on a landscape. This is a zoomed in part of the clouds. Any comments? I'm trying to make these look as beautiful as I can! (the bottom is WIP). Work done on PS CS6 and Wacom Bamboo tablet.
Looking good. Remember, that the bottom of a cloud usually is darker and forms a kind of plateau when you look from below. Also they could be self shadowing when parts of them are occluded by parts which are nearer to the lightsource. Basically do a google image search, try to guess where the light is coming from and observe the effects on the clouds.
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Mathias - I Know What [you] Did Last Summer!
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cygnus
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Reply #111 - Posted
2018-10-17 23:57:44 » |
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You're right, and I've noticed that. But no matter how I try, I can't get it to look right. I think I'm using the wrong tools. Normally I just use the square brush with flow of 30% and color is full white. The times I've tried to add darkness it seems logical to just make that color grayish but that never looks good  I'll keep on trying. For now, I think I'll just make the clouds end out of frame so I can ignore that 
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cylab
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Reply #112 - Posted
2018-10-18 05:50:23 » |
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Draw the bottom/shadows on an extra layer. This way it's easier to adjust them. Try some directed blur on it. Use the eraser to get the plateau back afterwards. You can also use the smear tool at the transition to the lit part to create some accents. Last but not least try color filters to get a time of day mood. With the separated layers you can use different ones for the lights and the shadows. Depending on the art style of your other assets, you can also use a drawing filter. Don't strive for realism, it's too hard to be consistent with that for all assets. Come up with a style (stroke style, color palette, filters, shading etc.) that's easy to do for you and can be applied to all assets. Try to be consistent with it. Ok I'll stop it here, since I already went over board... 
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Mathias - I Know What [you] Did Last Summer!
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cygnus
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Reply #113 - Posted
2018-10-20 01:27:44 » |
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That's actually very helpful advice. I'll try it out soon. In the meantime here's a dude I just made  (I got a new mechanical pencil and wanted to try it out)
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NuclearPixels
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Reply #114 - Posted
2018-11-01 21:30:55 » |
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Started to play with Blender rendering (for a couple of days already), since most of the assets are almost ready for a demo (still need to fix some programming parts). Sorry for low quality, but GIF converter I used would not allow to make large images (the quality suffered a bit as well). This one is the actual render (transparent background) and the falling effect (not so great, but good for now) done with rigid body simulation, so basically this animation was entirely made Blender (took around 20-25 minutes to render however).
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cygnus
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Reply #115 - Posted
2018-11-05 03:39:40 » |
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 I'm working on the robot crafting factory for my game. Here's my robot:  I have him in the other 3 directions too but I'm too lazy to upload them all.
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NuclearPixels
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Reply #116 - Posted
2018-11-06 21:56:17 » |
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Been playing with two Blender addons for creating trees. The first one (Sapling Addon) is more consistent with the rest of models, might need some improvements though (reducing the size of leaves for example, or changing form).  The second one (Modular Tree Addon) creates more realistic models, but less consistent with my models.  Both methods take very few time to make something basic (~15-30 min per model)
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