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Messages - fromsoysauce

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331
Finished Works and Works in Progress / Re: Spooky roof WIP
« on: March 23, 2012, 09:11:40 pm »
Myst, Siiya is actually the deuteragonist, I had wanted to use the protagonist for the CG of the trailer, but his HQ model is not yet rigged, and do-dates are important so yea.

Davdud, all it takes is tenacity, determination, and the mindset that "close-enough" never exists.

Since this is getting more replies than I thought it would, I'd like to ask if you thin the 27 second CG should go before or after the gameplay in the trailer.

332
Finished Works and Works in Progress / Re: Spooky roof WIP
« on: March 23, 2012, 07:43:53 pm »
Believe me when I say this: It makes more sense when it's animated.

333
Finished Works and Works in Progress / Re: Spooky roof WIP
« on: March 23, 2012, 05:03:43 pm »
Cooldude has the right idea. If you take another look you'd notice that NOTHING has ANY shading. When I made the gameplay graphics I went in wanting them to have the same feeling as Paper Mario, I was thinking "If Paper Mario wasn't Paper".

The lack of shading also gives a few advantages:
1) It makes the characters stand out definitely, so they are easy to keep track of even in the midst of chaos.
2) It makes them appear flatter, and I was wanting to give them a more 2-D appearance, and I'm trying to make the graphics look kinda like a Saturday cartoon.
3) The lack of shading makes it to where you cannot pay attention to the shading (form), and in turn let's you pay more attention to the animation and shape.

Also the game does have an AA toggleable function, but I like the look better without it (More or less U3D's AA just looks too blurry).

334
Finished Works and Works in Progress / Re: Spooky roof WIP
« on: March 23, 2012, 07:07:05 am »
You mean in the anim8or render, right?

335
Finished Works and Works in Progress / Re: Spooky roof WIP
« on: March 23, 2012, 03:03:27 am »
Going further than Raxx. It's not just unreal, it's a video game. It's steep for two reasons.

1: It forces a low angle, making the second character look more intimidating.

2: That's just the way the map is when you do the actual boss battle with this guy.

The map is designed to maximize the bosses fighting abilities.

Raxx, hey someone remembers my work, awesome. Yes It's still made with GM, but no not like BL. BL was drawn using GM's built in d3d functions. This time I'm using the U3D dll, so everything is drawn out with real time 3D models.

I wanted to take advantage of that fact too, so despite the game being played only on the x and y axis. the way the worlds are designed there is quite a bit of 3D possibility to explore the environment in 3D (2.5d gameplay you could say). 

But to give you an idea, here is a screen shot of the same situation as the above render in actual gameplay.


If you wondering why Siiya keeps on changing colors, it's just something she can do (like a chameleon).

336
Finished Works and Works in Progress / Re: Spooky roof WIP
« on: March 22, 2012, 06:50:31 pm »
Yea, because there is a walk way at the roof forming a bridge connecting the towers. The actual roof part of the roof is under the bridge.

337
Finished Works and Works in Progress / Re: Spooky roof WIP
« on: March 22, 2012, 03:11:48 am »
Well if there is no criticism, that must mean I'm doing something correctly. The game is called "Difference" It's set in the year fall 2010 in an alternate timeline where the Demon world and the Physical world form a tangent universe. The images are only representing the graphics for the CG animations, not the in game graphics.

It's a Metroidvania style game. Trailer will be out this month. Hopefully a demo next month.

338
Finished Works and Works in Progress / Re: Spooky roof WIP
« on: March 21, 2012, 08:27:36 pm »
Thanks, about the moon. The moon smile is just a thing that you will always see in any work of mine that has a moon. Moon smiles do exist actually, I see them quite a bit where I come from, but never in fiction. In art and fiction they are always sideways.

At any rate, I traded the shadows for characters because shadows take an hour to render 1 frame, which is just asking for too much for an animation by me.

339
Finished Works and Works in Progress / Spooky roof WIP
« on: March 21, 2012, 06:01:33 pm »
So know the girl I modeled before? She is a character for a game I'm making and I'm going to make a trailer for the game this week.

I'm going to make a cool scene where she spots a giant scary claw monster. And this is a represntative render for how the environment looks so far.

Yea, this time I used soft shadows.



Anyway, anything look like it needs fixing?

340
Ok thanks!

It really does look much nicer... But it takes like 10 minutes to render 1 frame... I think it would be rather impractical if I wanted to render even a 2 minute animation.

341
Finished Works and Works in Progress / Re: Siiya Holding Guitar [Finished!]
« on: February 20, 2012, 08:00:58 pm »
I don't quite get how to make soft shadows, I've been trying to figure it out for while now. But I'm not sure what I'm supposed to look for.

342
Finished Works and Works in Progress / Re: Siiya Holding Guitar [Finished!]
« on: February 14, 2012, 06:02:17 am »
Complex shadows? Do tell :)

Sure, next time I'll have an actual BG!

And yea, I'm still trying to get the hang of lighting angles, I should have payed more attention in Photography class.

343
Finished Works and Works in Progress / Siiya Holding Guitar [Finished!]
« on: February 12, 2012, 10:07:37 am »
Made this on my dad's reqest, thought it looked cool, so I show y'all! Enjoy!



344
Finished Works and Works in Progress / Re: So I Finally Try "Subdivision"
« on: December 07, 2011, 06:07:47 pm »
If you say so, but I do feel a need to tell you that the face is done so strange on your model, and it bugs me a lot, and fixing it would be more than worth it.

345
General Anim8or Forum / Effects?
« on: December 01, 2011, 10:24:02 pm »
I was wondering if there were any effective ways to add detail effects, like smoke trails coming out of missiles, or explosions. On that note I wanted to ask if there were any practical means of handling particles.

Finally I wanted to ask if there it is possible to have a material change the texture during mid animation when rendering an animated scene. A way other than having to manually change the material every frame that is. I figured it would be a cheap way to make things like fire.

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