Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 30 Jun 2004
Offline Last Active Yesterday, 07:23 PM

Posts I've Made

In Topic: I need help picking an easy to use modelling program

15 August 2016 - 08:39 PM

Honestly, if you want free, I recommend you keep at figuring Blender out.  It doesn't get better for free, and later, when you want more complex models, you will be grateful to have learned what you did.


I honestly don't know of anything better than Blender for free.  There are some easier programs, but they tend to be lacking, some in important areas.  Some are missing things you want, like any method of animation, and going by what you specified you want, Blender is the only one that does all of it.  It can make the models, animate them, and even "paint skins."  There is nothing else that does all of this for free, though you can find a paid program(or two) that does it.


If you have trouble with Blender, you can always try again, and post on forums, either here, but probably better on dedicated Blender forums, to help overcome the problems.  I'm no expert, but if you want to PM me, I may be able to help as well.

In Topic: I'm considering engine switch after current project is done. Which one sh...

14 August 2016 - 10:28 AM

I'd be curious to know what it is that you are trying to do that you say you "need" to use something else for.  Unless you need to do something specialized, like massive RTS, Unity should be able to handle it, and if the case is that you need something specialized, you are going to have to code your own(maybe on top of something if you are lucky) or find a pre-made engine specific for the game type(good luck unless you have a nice budget).  The only "general usage" engine that I know of that beats Unity is some things is UE4, but you've already stated you aren't interested in using C++.  I can tell you though, many other engines also work with C++, or some other language that you may not know.


But yeah, a better way to get a better recommendation would be to know exactly what you are trying to do that Unity can't handle for you.

In Topic: Theory Behind These Uncharted 4 Bullet Trails

03 August 2016 - 09:31 PM

You could look at ways to render lightning/electricity.  I know it isn't the same, but the principles could apply.  It generally involves calculating a line from A to B, and then perturbing points on said line, creating a chain of segments.  You could do something similar for this random smoke trail, but instead of rendering line segments as brightly colored, you either render lines as cloudy smoky textures(which little by little lose alpha), or make some sort of path particle emitter, or a point emitter than moves really quick along the path.

In Topic: What tools do professional pixel artists use?

12 July 2016 - 03:59 PM

Some people like Vector Art over Pixel art.  In general, it can be easier to make, and at the least it is probably easier to modify as you can simply adjust curves.  But, it takes a lot of work to get vector art to be nicely shaded, as curves/paths are generally outlined, filled, or both, but you then have to make some small shapes to get shadow and highlight.


Also, about skeletal animations, that isn't dependent on Vector art.  You could use pixel art as well.

In Topic: What tools do professional pixel artists use?

10 July 2016 - 08:47 PM

There isn't anything wrong with Vector Art, though for animation it needs the same attention I was talking about or depending on what you are doing it won't look right when you rotate parts.  On the other hand, some of those same benefits are why I like doing things in 3d, as I can easily move things around too, colors, polys, curves, lattices, other stuff for modifiers, animating everything, including colors, materials, geometry, modifiers, well, you get the idea.  It is the only way I personally have found to get what I call "acceptable" art.