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ShadowMan777

Member Since 14 Mar 2005
Offline Last Active Mar 18 2016 09:31 PM

Posts I've Made

In Topic: 2d Lighting

20 October 2015 - 10:28 AM

I see. Rayman Legends seemed to have a polygonal tool for creating an area where a light source would be applied. This kind of setup seems to be ideal for allowing an artist to select regions where they want their masks and lighting to be applied. Even if the overlays were generated automatically, do you think such a polygonal creation process is still ideal?


In Topic: 2d Lighting

20 October 2015 - 01:22 AM

Thanks for such an awesome and detailed response! That was extremely helpful. It looks like they do a lot of blending with sprite edges so that they can build more modular 2d art that blends together without having to make rigid transitions between pieces.It would be amazing if the blending amount was easily tweakable for the artist. Then they could determine how much each asset should blend with another.

 

 

 

 But I think many of those tasks could be automated, if only there was enough time to set this up.

By this do you mean having preset overlays and effects that someone could quickly setup on a sprite? 

I am working on a custom tool for myself that allows more integration between photoshop and unity. The idea is to allow the artist to load a unity scene and have one PS document that has all his sprites at the right location. HE can take a screenshot of any scene and only see those objects loaded into photoshop. Then he can paint on them in context, and even add new layers, which will then automatically import back into unity and create a new object at that location.

Using this kind of tool the artist could have a layer that he would paint on to manually blend some of the modular pieces for one final iteration and he wouldn't have to manually place it as it appeared exactly where he drew it in photoshop.

I am curious how the artists on ori created their actual art and how they approached painting their modular assets. I am always interested in improving workflows.

Also, what kind of blending is done with the sprites underneath to blend the blurry edges?Thanks


In Topic: 2d Lighting

17 October 2015 - 07:24 PM

Awesome! Thanks a ton. So it seems like Ori and Rayman just use textures with shaders on them and blend these colors with whatever is behind them. 


In Topic: Is this incoherent?

10 October 2013 - 01:49 PM

Thank you for all of the great replies!

 

 

Flesh them both out and make them compliment eachother. One way to ensure that one isn't outdated by the other, is to create some interdependency. I.e. to make the most out of the Side-Scroller, using the world map would give some benefit and vice versa.

 

This is exactly what my current mindset was as well in order to make them more meaningful as a pair. Originally I thought of if it was possible to have an "infinite sidescroller" type of thing, which terraria 2 is going to do. But then this seems almost impossible to have "macro" actions and things like wars between 2 kingdoms (as the only relationship is if they are directly next to each other or not on a side scroller map). That is why in order to have more complex macro things going on, like kingdoms going to war on the world map, npcs running trade routes, etc, I was leaning towards a world map, allowing the player to "enter" and interact with any of those macro world events happening(entering a battlefield, attacking a caravan,etc).


In Topic: Attaching object to mesh outline

24 August 2013 - 03:52 PM

So I am using bones, but I thought it'd be easier to just have one point in the center of the character be the point that is tracked in relation to the wall. This way I can just make the animation look like it is climbing the wall without having to worry about all the limb colllisions etc. The cave walls can curve into an overhang too, so I don't think I can just cast in one direction since the wall you are climbing can vary if it is left, up or right.


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