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riuthamus

Member Since 23 Jun 2012
Offline Last Active Today, 02:57 PM
*****

#5157530 Hand-painted textures on game models - Blender

Posted by riuthamus on 02 June 2014 - 07:34 AM

Not sure the purpose of the thread? Share what you found? At most this seems like a very well done hand painted model. Where does the Disney part come in? Ashaman makes another good point. The major downfall with handpainted is that you are baking the shadows into the actual design. Unless you specifically hand paint it to have no extra shadowing ( which this one does not ) you will get some serious lighting issues depending on the scene. Handpainted only works if you have a very static lighting method as well as a static scene. You can use my game as a reference for the difficulties associated with hand painted and dynamic lighting changes. (cause I hand paint!)




#5157529 character design

Posted by riuthamus on 02 June 2014 - 07:29 AM

Looks okay, the only real issue I see are style changes. Color contrast is rather odd so it creates a very odd... feel. The white outline is a bit simple so it actually makes it look like its a cutout error. Like you cut it out from a white background... I would change it from white to a highlight that matches the skin tone or something yellow like a torch. This will give you the effect you want. If you wish to keep white make the lines thicker and more stylized. There are some basic lighting changes you could make but I cant show you those till I get home... overall well done!

 

Can I ask what this is for?




#5156973 Quantity over quality in a game when it comes to art - thoughts?

Posted by riuthamus on 30 May 2014 - 10:05 AM

Not sure what your point was. those are GREAT graphics. They are not super advanced but they fit the mood and style of the game. They also are very clean and focus on shape+color choice. There is certainly a difference between complex and simple art, and both can be amazing if done correctly.




#5143465 My art and concepts

Posted by riuthamus on 31 March 2014 - 08:04 AM

Well, you certainly have some amazing works of art. How are you doing the art? Do you have a drawpad and if so what one?




#5142328 books on animation?

Posted by riuthamus on 26 March 2014 - 10:02 AM

I wouldnt waste your time with books. Purchase a subscription to digitalTutors.com and you will be 100% happy with the return. Everything you would ever need to know about animation.




#5141691 What animation software do the pros use?

Posted by riuthamus on 24 March 2014 - 06:47 AM

Depends on the type...

 

Most stuff that has some form of effects are modified in AfterEffects. You can use Maya, 3d Studio, and now even photoshop for inline editing of videos as well. If you want something more rendered some game engines will even do it for you. So, we  really need to know more specifics of what you want to do.




#5140666 wilds'n'styles

Posted by riuthamus on 20 March 2014 - 08:43 AM

What is this?




#5140653 Blender for making Games?

Posted by riuthamus on 20 March 2014 - 08:02 AM

 



Posted Yesterday, 03:33 PM

Most people in blender leave seams, verts are almost never welded, and their edgeloops are horrid. This is because the tools make it seem like the model is complete and ready for export when in reality it can cause some serious issues when used in real game development. I guess the complaint is the program is too easy thus people dont learn the proper methods for creating assets for game development.
 

You need to consider, that most people using blender do it , because of not having (legal) access or enough money to use max/maya. Most people who use max/maya are professional or atleast students, who study art and have better access to this tools. The effect, that their art has better quality is just the result of an higher time investment and not the result of  the tool.

 

The quality of my code I write does not differ if written with VS2012 or notepad, but I'm much faster with VS2012. The quality differs only, because I study it and dedicated 20 years to code more or less each day, so , please don't blame the tool.

 

 

While your point is great in theory it cant be anything further from the truth. The tool is SO simple they are not forced to learn those things that are crucial to GOOD model design. You ever see somebody put FRONTPAGE on their resume for being a "website professional"? You sure as hell don't now but you sure did back then. Everybody who had access to a computer could make cool clipart webpages but it doesn't mean they knew anything about making a real website. The same could be said for Photoshop and the people who use filters to make "cool flame art" but have no idea what the filter is actually doing and most of their work looks generic and cant be used for anything other than a silly signature on a forum page.

 

This actually goes deeper than just blender if you really wanted to get into it. It is the whole concept that the further we advance in technology the more we loose in basic knowledge and skill. I wont bore you with the details here and we can discuss in private or in another thread if you wished... but the point is this is MY opinion of the program.

 


Almost every 3d professional and artist that uses blender knows how to make a proper edge loop and how to not leave seams. There are only two kinds of professional the one who is and the one who isn't. Independent of the tool, knowledge makes the artist. Any program can be excellent it just depends on who is using it.

 

You make a solid point here. Problem with this is that blender is free and easy to use so the COMMON non-professional gets their hands on this program and creates the issue stated above. The OP's question was should it be used for gamedev, and while I believe the tool can be used to do so I hate it as a standard because the common person ( most indie people ) don't know how to create proper models or uv maps.




#5140414 Blender for making Games?

Posted by riuthamus on 19 March 2014 - 02:33 PM

Most people in blender leave seams, verts are almost never welded, and their edgeloops are horrid. This is because the tools make it seem like the model is complete and ready for export when in reality it can cause some serious issues when used in real game development. I guess the complaint is the program is too easy thus people dont learn the proper methods for creating assets for game development.




#5140314 Blender for making Games?

Posted by riuthamus on 19 March 2014 - 07:47 AM

I dont mind blender, i just hate the bad practices it generates for people who start with it.




#5107976 PUTT People's Choice Award and Comments

Posted by riuthamus on 08 November 2013 - 05:39 PM

Here are my thoughts:

 

------------------------------------------------

Mippy: ( total score: 135 )

------------------------------------------------

  • 10 - Start Screen
  • 10 - Win/Lose Screen
  • 20 - Graphics for the background, ball, and paddles (ie. not just a monochrome rectangle and ball)
  • 05 - Scoring
  • 10 - Sound effects
  • 10 - Music
  • 10 - Exit (key and screen)
  • 05 - Theme
  • 15 - Power ups
  • 05 - Score limit

So all the mandatory points were given!

  • 10 - Timer
  • 10 - Variable score limits (ex: 5, 10, 100, infinity)
  • 15 - Animated background

Judges Comments:

 

I really like the unique feel of the game. While parts of it seem buggy ( obviously not suppose to be polished perfect, just saying ) I thought it was original enough to stand out. I did not like how you can get killed from just having bad luck/timing. Seemed as though the game was overly random with that feature but I certainly liked the concept of it.

 

------------------------------------------------

Seg: ( total score: 220 )

------------------------------------------------

  • 10 - Start Screen
  • 10 - Win/Lose Screen
  • 20 - Graphics for the background, ball, and paddles (ie. not just a monochrome rectangle and ball)
  • 05 - Scoring
  • 10 - Sound effects
  • 10 - Music
  • 10 - Exit (key and screen)
  • 05 - Theme
  • 15 - Power ups
  • 05 - Score limit

So all the mandatory points were given!

  • 10 - Powerups
  • 10 - Timer
  • 10 - Pause functionality
  • 20 - Level progression
  • 20 - Different backgrounds and graphics for level progression
  • 10 - Variable score limits (ex: 5, 10, 100, infinity)
  • 15 - Animated background
  • 15 - Difficulty settings (ie. Easy, Normal, Hard, Legendary)
  • 10 - "implicit" saving ( not a fan of this since nobody knows off the bat unless somebody sends you a message...)

Judges Comments:

 

The fact that it didn't work in firefox was annoying! After installing Chrome ( was at work ) the game was simple and easy to play. The style was unique and powerful, although could be confusing to some and annoying for extended play. I feel that the originality overwhelmed that though and more or less made it worth the effort. The computer is too smart and never moves unless it needs to.. this makes the computer feel like the russian dude from rocky ( unbeatable ) and can detract from continued play. The powerups were fun and enjoyable ( unless you get firewalled ). Overall a great game and with a bit of polish it might be something worth playing for an extended period of time.

 

------------------------------------------------

Lucentbeam: ( total score: 175 )

------------------------------------------------

  • 10 - Start Screen
  • 10 - Win/Lose Screen
  • 20 - Graphics for the background, ball, and paddles (ie. not just a monochrome rectangle and ball)
  • 05 - Scoring
  • 10 - Sound effects
  • 10 - Music
  • 10 - Exit (key and screen)
  • 05 - Theme
  • 15 - Power ups
  • 05 - Score limit

So all the mandatory points were given!

  • 10 - Timer
  • 10 - Variable score limits (ex: 5, 10, 100, infinity)
  • 15 - Animated background
  • 20 - Level progression
  • 20 - Different backgrounds and graphics for level progression

Judges Comments:

 

Without clear instructions the game was odd at first. I was unaware of what the center was doing and what the purpose of the middle parts were. After 3 of my core's had been destroyed I started to catch on. This game certainly has some love put into it. The design is nice and unique and the sounds reminded me of some old nintendo game ( so of course I had nostalgia for it! ). I love how the outside doesnt matter and the center does. With some effort and polish this game could be good as well.

 

------------------------------------------------

crow007: ( total score: 50 )

------------------------------------------------

  • 10 - Start Screen
  • 10 - Win/Lose Screen
  • 05 - Scoring
  • 10 - Sound effects
  • 10 - Exit (key and screen)
  • 05 - Score limit

Judges Comments:

 

The game certainly had some basic stuff but it really felt unfinished. Background was flat green and everything seemed rushed together. Ball was horridly slow and more or less seemed dinky! I did, however, love the start screen. Despite the horrid graphics you did an amazing job and laying out controls and configurations. So bravo on that part.

 

------------------------------------------------

Noctumus: ( total score: 145 )

------------------------------------------------

  • 10 - Start Screen
  • 10 - Win/Lose Screen
  • 20 - Graphics for the background, ball, and paddles (ie. not just a monochrome rectangle and ball)
  • 05 - Scoring
  • 10 - Sound effects
  • 10 - Music
  • 10 - Exit (key and screen)
  • 05 - Theme
  • 15 - Power ups
  • 05 - Score limit

So all the mandatory points were given!

  • 10 - Powerups
  • 10 - Timer
  • 10 - Variable score limits (ex: 5, 10, 100, infinity)
  • 15 - Animated background

Judges Comments:

 

Hands down the most polished game so far. Sadly, missing some of the points for the secondary things. The art is nice and compliments the overall theme. The start screen, exit, and other ui menus are clean and simple. Navigation is easy and its overall feel is that of a well thought out product. The speed of the ball is annoying (in a good way) and the scoring system is interesting as well. I enjoyed this one very much, just wish he would have added more secondary things. His score does not reflect my overall thoughts but I couldnt give points for style and for art.

 

------------------------------------------------

shadowisadog: ( total score: 45 )

------------------------------------------------

  • 10 - Start Screen
  • 20 - Graphics for the background, ball, and paddles (ie. not just a monochrome rectangle and ball)
  • 10 - Music
  • 05 - Theme

Judges Comments:

 

Looks like you started out strong but ran out of time. Game was missing some very key core elements and thus I couldnt grade it past what it had. Was fun though and I liked that I could control the speed of the ball by hitting it in different areas. The most annoying part was that my mouse could go off screen and I would lose control. Sorry but low score because of missing elements.




#5107964 PUTT People's Choice Award and Comments

Posted by riuthamus on 08 November 2013 - 04:38 PM

Sorry, i will have them all judged tonight! for sure!




#5106538 Coding horror experiment in C++

Posted by riuthamus on 02 November 2013 - 02:25 PM

if you need sprites....




#5106392 Coding horror experiment in C++

Posted by riuthamus on 02 November 2013 - 01:15 AM

gallery_1_371_21909.jpg

 

gallery_1_2_3949.png




#5105697 Power Up Table Tennis Contest

Posted by riuthamus on 30 October 2013 - 10:36 AM

If you need judges... i can be one!






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