Re: 2D/3D art
Posted by RedWood on
Tue Jun 26th 2007 at 1:17am
RedWood
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Wow, i didn't know Auto CAD casted shadows.
Re: 2D/3D art
Posted by smackintosh on
Fri Jun 29th 2007 at 12:38am
Posted
2007-06-29 12:38am
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Thanks.
For now, its just for fun. I'm just learning how to use subdivs in blender,
experimenting... I want to also create an animation rig (armature) to him.
Once a good rig is made I can make some better characters and re-use it.
I'm assisting a friend with a series of CG animations with fully rigged characters,
and so far I'm just helping by making some of the props for various scenes.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: 2D/3D art
Posted by smackintosh on
Thu Jul 26th 2007 at 10:51pm
Posted
2007-07-26 10:51pm
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thank you, sir.
you could also use them in a HL2dm map, which is what I plan to do...
don't sweat the petty stuff,just pet the sweaty stuff.
Re: 2D/3D art
Posted by fishy on
Tue Oct 9th 2007 at 11:47pm
Posted
2007-10-09 11:47pm
fishy
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very nice Riven. the only thing i could suggest, is to have no holes (white bits) in the corrugated iron texture, but instead, use a couple of seperate textures for alpha transparancy. then you could have a couple of .vmt files, all using the same texture, but pointing to different sets of holes, or even no holes at all. it would help mix up what may be quite a noticable repeating pattern.
i eat paint
Re: 2D/3D art
Posted by Natus on
Mon Oct 22nd 2007 at 2:36pm
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But companion cube is male.
Funny nonetheless.
Re: 2D/3D art
Posted by Natus on
Mon Oct 22nd 2007 at 5:03pm
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"I also invited your best friend, Companion cube, of course he could not make it, because you murdered him"
Re: 2D/3D art
Posted by smackintosh on
Mon Oct 22nd 2007 at 5:45pm
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musta missed that part. damnit.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: 2D/3D art
Posted by Crono on
Sat Nov 24th 2007 at 10:12am
Posted
2007-11-24 10:12am
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Goddammit, I wish I kept up with my art. Stupid ass degree.
Your stuff is, undoubtedly, good. Is that what you do, in general, for Insomniac?
Blame it on Microsoft, God does.
Re: 2D/3D art
Posted by Finger on
Sat Nov 24th 2007 at 11:41am
Posted
2007-11-24 11:41am
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Thanks Crono. I'm a level designer at Insom. I don't do any production art or concept art. Designers at insom mainly work on 2D maps to illustrate the level design. I don't build any geometry beyond prototyping.
The art background comes in handy though - I constantly draw at work; sketching out ideas during the design phase. It's an amazing challenge trying to communicate a whole singleplayer level to a team of people . Any sort of visual aid helps, and I would eventually like to be doing the job of both designer and concept artist.
You can always jump back into art - in a way it's like riding a bike. Sometimes you'll find you have actually improved (or matured I should say), despite the time passed. Even an hour a day will knock the rust off quicker than you think.
Re: 2D/3D art
Posted by Crono on
Sat Nov 24th 2007 at 12:03pm
Posted
2007-11-24 12:03pm
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Yeah, I've been trying lately ... but there's something wrong with my hands.
I think, I might just need to find some exercises for my hands, like stretching or something. Because they act inept when I hold a pencil. It's actually sort of difficult just to write and it makes my hands hurt only after a couple minutes. :sad:
Blame it on Microsoft, God does.
Re: 2D/3D art
Posted by Finger on
Thu Dec 13th 2007 at 2:20am
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Crono.. did you draw those characters? If so, what program? I love pixel art - though I've never done it, I imagine it's a great way to start learning to paint as it forces you to think in simple planes and simple value changes.
Re: 2D/3D art
Posted by Crono on
Thu Dec 13th 2007 at 2:35am
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Yes and no.
The four on the right are direct rips of the game's sprites ... with some pain in the ass manipulation since photoshop just HAS to resample the image when you change its size.
The one on the left is based off of a picture that I generalized with the pallet of the wolf on the right. I tried to do the same with the cromag man, but it didn't turn out as well.
I used base images, then used the pencil tool in photoshop at a size 2 and carefully moved the mouse. I'm not completely satisfied with the cromag man and the monkey looks a little too detailed to be in a 16-bit game, which this is based off of.
If you're wondering how I grabbed the sprites, I just went off of screen shots and used the magic wand tool at tolerance 1 or 0 and no anti-aliasing.
I'm curious, what does and doesn't work for the overall design? It's too late for the contest, of course, but not for the image.
One last thing, if you want to do really awesome and easy pixel art ... and this isn't totally legal ... get an emulator of Mario paint with mouse support. The game has a stamp section where you can make pixel art (it's sectioned into a grid) it's really awesome and actually makes it much simpler to do pixel art. When you're finished, piece together your character on the main pallet and take a screenshot and paste that in photoshop and BAM.
The only thing that sucks in Photoshop is that if it isn't the right size and you try to change it, it'll interpolate between the colors, which is bad for this kind of thing. So, what I did there, and I'm sure there's another method, but I didn't feel like looking around, was I zoomed in on the picture until it was the size I wanted and then I took a alt+screen cap and pasted it into a new image. It worked fairly well.
That was probably way more text than was needed to answer these questions.
Blame it on Microsoft, God does.
Re: 2D/3D art
Posted by Crono on
Thu Dec 13th 2007 at 10:56am
Posted
2007-12-13 10:56am
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Thanks, I figured it was there somewhere.
A screenshot or collage from the game would not fit at all and would be quite the opposite of what I was doing. It would look far too jumbled and all over the place. I mean, the entire point was to try to emulate the evolution paintings, which have simplistic backgrounds, often times, white.
Blame it on Microsoft, God does.