Keep in mind what you are seeing is a 3D object with 2D hand drawn (via mouse in photoshop) textures, and some post-processing (ink lines)
I am really begining to like this style.
Keep in mind what you are seeing is a 3D object with 2D hand drawn (via mouse in photoshop) textures, and some post-processing (ink lines)
Keep in mind what you are seeing is a 3D object with 2D hand drawn (via mouse in photoshop) textures, and some post-processing (ink lines)
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Trapper Zoid
I like that style too. It would be interesting to see what that box looks like in an entire environment rendered in a similar fashion.
October 26, 2005 06:21 PM
I've always liked the idea of hand drawn looking graphics in game. I don't think cel-shading does it for me, but that looks just about right.
Hope you decide to go with it for your next project.
Hope you decide to go with it for your next project.
October 26, 2005 07:55 PM
My biggest concern with this style is the characters themselves. Objects are fine and dandy, but character animation is going to be a bitch for you if you want your character to be expressive. Think about how much hand drawn stuff must have gone into MI3.
Any thoughts on how you will do that?
Any thoughts on how you will do that?
October 26, 2005 09:40 PM
How am I going to do characters with such expressive animation?
Short Answer: I don't know
Long Answer: I am going to find a way
One way to reduce the overall level of work will come in the Story-Breakdown phase, wherein I take the ideal story and turn it into somthing that can be made optimally and quickly. There will still be a need for lots of animation, but perhaps no as much as would be needed in a game where the work involved in it wasn't taken into consideration.
Short Answer: I don't know
Long Answer: I am going to find a way
One way to reduce the overall level of work will come in the Story-Breakdown phase, wherein I take the ideal story and turn it into somthing that can be made optimally and quickly. There will still be a need for lots of animation, but perhaps no as much as would be needed in a game where the work involved in it wasn't taken into consideration.
October 27, 2005 08:21 AM
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