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Messages - Tophius

Pages: [1] 2 3 4 5 6 ... 35
1
Creativity / Re: Pixel Art
« on: August 21, 2014, 11:05:50 AM »
I like the solid blacks, gives it a more serious tone. As long as the game matches the style, there's no problem.

Only thing that kinda weird's me out is the speed of that idle and the lack of extra frames in the center of the run cycle. His arms seem to appear on one side and then the other. I do see the one frame where it has motion blur to show the arm moving, but perhaps make that 2 frames? Or perhaps even change the arms color so the motion doesn't get lost in the body color.

yeah, the decision to change up the blacks is to fit in with some decisions in the art style.

now that you mention it i just realized that the exported gifs actually play faster than the animation playback in photoshop, which is unfortunate. might be all the layers i'm using or maybe it's just photoshop. i had a slower idle animation before but the motion was waay too exaggerated for my liking, so i cut it down.

i see what you mean about the arms - i think it might be worth it to add some more smears to smooth out the motion. i actually cut down 2 frames from the original 10-frame draft animation, because i felt the cycle was too slow and floaty. again, that's just how it appeared in the animation preview. i might actually have to add more frames after all. and yeah, i wanna add something more to the design so it's more than just a bunch of metallic looking grey shapes. thanks for the feedback!

2
Creativity / Re: Pixel Art
« on: August 21, 2014, 10:19:45 AM »


little bit of inconsistency between animations, but i'm just feeling out the design for now. i wanna tone down the solid blacks and add some some more colour. thoughts?

3
Creativity / Re: Game Design Megathread
« on: August 18, 2014, 06:51:11 AM »
what did you animate the rough animation with?
photoshop. bit annoying sometimes but it gets the job done

4
Creativity / Re: Game Design Megathread
« on: August 17, 2014, 09:50:33 PM »
hey thanks guys! i feel kinda guilty for not even posting any actual functional game stuff like everyone else but i really wanted to share what i've been working on. not sure about other characters aside from the protag (starting to come to a decision on his redisign),  everyone else will most likely be enemies. still trying to flesh out some basic concepts so i can move on to implementation but i'm trying not to go too far in either direction seeing as this is just a little personal project and more of a learning process, so anything could change.

5
Creativity / Re: Game Design Megathread
« on: August 17, 2014, 10:08:49 AM »
felt like mucking around with games again so i thought id try my hand at some pixel art/animation. i've got a rough idea of what i'm after - a generic platformer where you shoot baddies, but with emphasis on art and visual design - wacky characters and over-the-top worlds - involving, of course, fun and interesting level-based gameplay mechanics. basically; i'm making it up as i go along.

so here's a silly character design i drafted up as a sort of concept idea



i don't think it turned out too bad. there's some weird stuff going on with the legs since they're the only part mostly redrawn per frame, and i completely forgot to fix up the black bolt things on his torso, but it's just a rushed proof-of-concept so what can ya do.

if anyone's interested in the process, I just basically drew a very rough concept image, changed levels to increase the value range, set the mode to indexed colour (I think it was 16 colours), and then scaled it down with nearest-neighbor sampling. from there it was a matter of going over the entire thing by hand to get that true pixel-art look, and animating.



pretty effective if you have a decent drawing done as a base. i'm not sure how much more efficient a method this is than simply doing it all at the pixel level from scratch or simply starting off from a drawing as opposed to a rendered piece. you can also do the same thing from renders of 3D models if you adjust some render settings in your program to fit - the cleanup afterwards is much less work from what I've seen.

still, pixel art starts to get really really time consuming the larger you go. This probably took me like 3 hours of work or something, for what's practically one still full-character frame - and a pretty rough one at that. i'll get better at it as i practice, but still. doing the same thing 14 more times to get a run cycle...



... is probably gonna take like two weeks if i'm just doing this in my spare time, maybe less since you can basically do half a run cycle and just make simple edits for the other half. bottom line is, it takes loooong.

can't really rig up a 3d model instead either, the animation just wouldn't be the same. so that's why i'd really like to get a super solid character design down before i start making assets. something that i feel happy with and will also be a relative breeze to animate and draw. right now this robot guy just looks like a cross of bender, larry from time squad, and some general doug tenNapel-inspired design elements. which i suppose isn't a bad range of sources to derive from, but still feels a bit bland. plus, you got those rigid, geometrical robot forms. organic stuff is just easier to draw, and especially animate, for me atleast. oh and he needs a gun.

anyway, i guess i'll get to that. i'll see if i can post any updates if i ever get to a point where i have some nice stuff actually in game. this is really a post about art / asset creation then. if anyone's got stuff to say about character design or just pixel art stuff in general, do share!

6
Gallery / Re: DOF Screenshots
« on: August 15, 2014, 12:54:50 PM »
Holy forget, how??

put
Code: [Select]
worldPos.z -= pow(viewDelta.w*0.02, 2.5);
just before
Code: [Select]
gl_Position = gl_ProjectionMatrix * world2Cam * vec4(worldPos, 1.0f);
in minimum_vert.glsl and/or renderCsm_vert.glsl

change the '-' into a '+' to invert the effect. change the exponent (in this case 2.5) to increase or decrease the curvature. 1.5 to 2.5 is good. I did say it was simple :p

7
Gallery / Re: DOF Screenshots
« on: August 14, 2014, 04:30:37 AM »
ooo


aaa


uh oh


stuff


WOAH NELLY


just a super super simple vert shader edit but its kinda neat

8
Creativity / Re: Drawings Megathread
« on: June 24, 2014, 04:01:43 PM »
i've used the default photoshop square brush for forever now. I think the beach scout pic is the only one on my tumblr where i've started to use different brushes (smooth round brush and the chalk one)

as for sensitivity it depends. sometimes i work with it on sometimes not. the soldier one was with just the square brush with sensitivity off, which kinda helps with that really bold look. 90% of the time i work with it on though

Excellent work as always, toph

edit: also no tophius you cannot keep this from the blockland community

-

foiled again :(

9
Creativity / Re: Drawings Megathread
« on: June 24, 2014, 02:10:04 PM »
thanks! :) hah well i wouldnt wanna start filling this thread up with all my stuff, but since you mentioned my tumblr i guess i'll say if anyone wants to see more >>> http://matinat0r.tumblr.com/

there's not that much more fanart past like a week, most of it is just studies and sketches from before. i do have to start doing more of those again though...

10
Creativity / Re: Drawings Megathread
« on: June 24, 2014, 12:56:00 PM »
have an art dump you muthas




been playin' too much tf2

11
Creativity / Re: Drawings Megathread
« on: May 03, 2014, 08:54:15 PM »
here's a thing

12
Creativity / Re: Drawings Megathread
« on: April 21, 2014, 08:07:27 PM »
referencing is super important! many top pros rely on referencing a lot in their work, and even people who you'd might not think use them, like comic artists and cartoonists, do, to different extents. The bottom line is, whether you're doing a study, using a reference as a basis or just looking at it to gain an understanding of your subject, you absolutely need to digest that information at some point to grow as an artist. every single artwork is basically just derivative from life in some form, after all. if you feel like you've come to a plateau in your art, consider bringing in more reference and work on assessing your work and your subject matter more in-depth.

anyway, heeey guys. i came here to share some stuff from the past few days. a while ago i opened up a new blog and basically i'm trying to get in at least a piece of work every day, you know to get better and stuff. its mostly (all but one) studies from reference so it ties in pretty nice with what i just said i think. here's some things




hopefully i'll be able to keep this up :P

13
Modification Help / Re: Metropolis RPG Beta Bug Report Thread
« on: December 27, 2013, 08:17:46 AM »
The "ifVartoVar" output event doesn't work. It keeps removing whatever's entered in the last box. According to this thread its something to do with the number of parameters the event allows.

14
Modification Help / Re: Metropolis RPG Beta Bug Report Thread
« on: December 22, 2013, 06:09:56 PM »
Hey Diggy, you added MetroRPVariableTrue/False as a placeholder while you got the admin-only bug fixed, but those new events are also admin only. Just thought I'd get that out there.

15
Creativity / Re: The new and improved 3D model topic!
« on: December 19, 2013, 10:34:20 AM »
something new, keeping it simple

still need to sort out those axles

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