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About Kryzon

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    3D Animator
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  1. Kryzon

    Pixel Art Resolution

    Let me correct myself... the logic is actually this: float ratioGame = gameWidth / (float)gameHeight; float ratioScreen = screenWidth / (float)screeHeight; float factor = ratioGame > ratioScreen ? screenWidth / gameWidth : screenHeight / gameHeight;
  2. Kryzon

    Pixel Art Resolution

    That's a cool recipe bro, thanks for sharing. This lets you fill the screen with your lo-fi graphics and you could even argue that the "pseudo antialiasing" effect from the bilinear filtering on step #3 makes it look more pleasing and nostalgic, like from an old CRT display on an arcade. I wanted to add the obvious to your list that, in order to fit your virtual canvas to your device screen on step #3, you need to divide the length of the smallest device screen dimension by that same dimension on your v. canvas (divide height by height, or width by width), and then scale the v. canvas on both dimensions by that factor, the result of the division. EDIT: The first part is actually wrong, read my post below. With this, a square virtual canvas on a standard 16:9 widescreen would leave blank areas left and right (letterboxing or pillarboxing, desired side effects), because its ratio is preserved. If you just fill the entire screen with the canvas then it will look stretched or compressed of course.
  3. Kryzon

    I need Help For A Walk Cycle

    hurrdy dur durr (Think of it like making your hand walk, with your index and middle finger.)
  4. Kryzon

    How to make art like that?

    That's interesting, I assume you mean that vector looks better? If the device has a fixed resolution then you don't need raster graphics with more resolution than what the device can display (this is related to DPI and such, like the size of objects on screen, if you can zoom in etc.). In order to accommodate different devices with many resolutions you'd have to ship your game with assets of the biggest fidelity possible, then load each and downscale them to save memory (in-game), at the cost of having a large install size from all this high-def stuff. Something that could help with that is to ship your game with vector assets (which are just kilobytes in size, really small) and use a software library in your game during load time to rasterise the vectors into textures that will always be at an ideal resolution -- having the same DPI as the device, looking pixel perfect. An example of such a library is the cross-platform Skia: https://skia.org/ I think there are some commercial Unity plugins that do that.
  5. Kryzon

    How to make art like that?

    So this is trying some vertex colouring in Blender, just the built-in tools... - Current release of Blender doesn't have vertex alpha, so no transparency (that shadow is an illusion, it fades to the background grey. Edit: and it has a wrong direction too lol...). - It's a pain having to rip faces to be able to paint colour changes at the same corner. So manually creating the graphics in 3D, eh... I wouldn't do it. I'd much prefer to find some way to convert the vector curves that you imported from a genuine vector app (Illustrator, Gravit, Inkscape etc.) into meshes by means of a tool or automated process, instead of by hand.
  6. Kryzon

    How to make art like that?

    I'm also curious about the way @Yog Joshi would prefer to import those graphics into an engine. I can think of three possible ways: To prerender the vector graphics into bitmaps with transparency. To convert the curves to meshes and use vertex colouring (with the proper triangulation) to get the gradients. Vertex colours come for free after all and are interpolated by the GPU, very fast. To render the vector graphics in realtime with the GPU using a shader: https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch25.html
  7. Kryzon

    Image sprites and shadow maps -- beginner questions

    @Catalin Danciu You mentioned using Unity. It's got an established pipeline for importing static or animated 2D assets, and a built-in sprite engine. The docs should help you: https://docs.unity3d.com/Manual/Sprites.html Also, next time I suggest posting some the images directly so they're inline on your post for people to see. People are busy and won't download the archive, unpack it etc. just to see what's inside. Good luck. Let us know how it goes.
  8. Kryzon

    Help on how to paint tiles in realtime?

    Oh that's cool, I didn't know about that. I see it's for Photoshop CC and up. So leave the Smart Object approach for when you're using pre-CC.
  9. Kryzon

    Question: 2D art animation software

    OpenToonz is open-source free and there's some learning material around, it's decent. Bone-style animation also has another name -- if you look for "cut-out animation software" you'll find other programs. But if you "got voted" the art person (instead of volunteering for it) then maybe it's not going to be very enjoyable for you?
  10. Kryzon

    Help on how to paint tiles in realtime?

    I second Gezus's. Krita's wrap mode is awesome. I think the only thing closer to it in Photoshop might be to use duplicates of a single Smart Object, arranged on a grid (so they tile along the canvas). Then you edit the Smart Object in a separate document (read up on how to edit a Smart Object, it's straightforward), and then when you save the Smart Object document it will update all the copies on that grid document so you can see how they tile. There might be other ways, like using an Action that you recorded.
  11. Kryzon

    A question about coloring grayscale game sprites

    What makes me think it's some sort of mapping (mapping a scalar to RGB) is that the difference in red is bigger than the difference in gray. That big a color change with that little a grayscale change can be achieved by a lookup table with steep changes.
  12. Kryzon

    A question about coloring grayscale game sprites

    I don't think the grayscale is being used for blending. I think it's being used for "gradient mapping", also known as colourising with a look-up-table. There's some theory in here: http://www.imagemagick.org/Usage/color_mods/#clut
  13. If you're having too much trouble at this stage then maybe leave the colouring for later. Worry about form and silhouette first, you can sketch just the outlines of the flames (using pencil & paper, or directly with black pixels). Your flames look too symmetrical*, I'd try adding more chaos. * When compared with real fire, reference.
  14. Is it Illustrator CC? You might want to try Animate CC, also from Adobe. It used to be called Flash. Other animation software includes Harmony, Moho, Spine, Clip Paint Studio, OpenToonz, Synfig. The first one, Harmony, is used in several studios around the world. From all of those, I think Spine is the only one where you're supposed to import art and rig it, instead of having drawing tools already in the program.
  15. Kryzon

    teaching character design

    I wouldn't be that concerned with software. I mean, a professional character designer can take a pencil and paper and blow your mind. The drawing is IN them, no matter what medium they're using. The software in this case would just be a convenient interface for working digitally. If you (or your friend) want to make it only about the software, then be honest and say "this will be a program about digital art", not character design. In the execution stage there are some important things like semiotics, shape language, colour psychology. This is a funny example of why these things matter: http://www.dorkly.com/post/80428/overwatch-fan-shows-asked-mom-to-describe-all-the-heroes-its-good EDIT: on notable software, besides PS there's Clip Studio Paint.
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