Artwork > Finished Works and Works in Progress

New Idea, New Team

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Dosser:
I'm not familiar with the game (or the games you said it was similar to), but is it like the old adventure games? The ones where you are shown a still image of a room, and you can 'interact' by clicking on it, or walk through it, or turn around etc.

If so, I don't think you need animations between areas. It will be a lot more effort than it's worth, and as you say, will greatly increase the file size. I also get frustrated in some games by long periods of non-interactivity (eg, videos of myself walking). I'd be particularly annoyed if they happened between every scene. Perhaps pick a few, ones that you are especially proud of and look really really good and do an introduction movie (a fly-through of the terrain), but more than that is unnecessary.

But great work so far. As others said, your texture work is particularly good, is there any 'secret' to it? Could you do a tutorial or something on how you make a texture? Your scene composition is great too, all those stills you've shown just look so exciting.

DressedForSucess:
Yeah. The game is going to be a first person point and click non-linear game, constructed using Adventure Maker (the only programming needed with such sufficient softyware is the use of variables - giving values to certian images, sounds, vids, etc, so that puzzles work). Still, it will take a long time coding a whole game ...

I think i can manage , as long as i stay enthusiastic about it all :D Im composing some music as well for the game, so there are areas, other than designing the graphics (which i know raent as good as Riven, due to the software im using) that will be fun to endevour in. If i was using Bryce or 3D Studio max, then the renderer might result in even beter realims, but im more familiar with anim8or atm.

Yeah. Too manby cut scenes would get annoying ... I remember in Dragon Lore II, the cut scenes were painfully and damn right annoyingly slow. In Reh, hoiwever, they were much faster. If the transition is fast, it might not be so annoying ... Though still, theres the issue about file size ... REAH and DRAGON LORE 2 came on 5 CDs!

Textures come down to experiementation most of the time. As this scene is set at daylight, then i have added higha mbience and high diffuse to a lot of the textures ... Though after everythings modelled, i will go through every model and alter the textures (down to the brilliance, etc) just to be satisfied and get the most out of my models. Realism is the key. High polygon images, however, rendered at 4.000 soft shadow RayTrace take forever to render! Far too long! Once It took me a day and a night to render a really detailed high polygon/subdivided model! Wish the renderer would pick up speed now and again :P

Thanks for the comments :) I cant weait to add the sea ... In Adventure Maker, theres an effect you can add which makes water ripple (you can set the size of the waves, the speed, etc) Will be quite exciting :) Im currently taking position shots and using the free version of ADventure Maker to test game the screens, etc. I think i will have to compress the images, of course. File size isd always a priority ... Does anyone know of any good compressors??

DressedForSucess:
Here are some images i worked on today ... (the huge distance one looks better when at 100% quality jpg).

The rocket im making is turning out to be really annoying. Im not too sure what texture will suit it best ...



spicy:
Those renders are really good! Another question, how do you make the textures wrap around your object, so they don't look streched (If you know what i mean). Avenic is progressing, still with no textures, but some objects look good (With the extures they will look better!). Here is my lamp:

Dosser:
spicy: you'd need an external program, such as UVMapper Classic (there's a link on the 'resources' page of anim8or.com), and use a cylindrical map on the y-axis.

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