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Kryzon

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About Kryzon

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  1. Kryzon

    how does one typically model an anime character?

    Making 3D anime models brings problems similar to that of anime figurine sculptors: how to turn something from 2D, full of cheats, to 3D. So anime figurines would be the first place where I'd look, see how they solved the 3D problem. Example: https://www.bigbadtoystore.com/Product/VariationDetails/79764 You can also find plenty of other reference on the web. Translate "3D anime wireframe topology" to Japanese and google that phrase to find great stuff, like "concave vs convex eyes" studies etc: There's some stuff in SketchFab too, which is special because you can go in and watch it live, spin the model around and inspect the wireframes: So that's tons of reference. You can make up your own mind on what you think looks better or more faithful to the source material.
  2. Kryzon

    GIMP vs Adobe

    It's not only GIMP x Photoshop, there's tonnnnns of image editors, some are better than others depending on what you want to do (meaning, visual style). A realistic painting app isn't going to be as good with pixel art as a program designed specifically for it. A nice free generic editor is Paint.NET, it's easier to get into than GIMP in my opinion: https://www.getpaint.net/features.html
  3. Kryzon

    Good fonts to use for menus and HUD

    FontSquirrel is a website specialised in royalty free, commercial-use \ permissive fonts. https://www.fontsquirrel.com/faq
  4. Kryzon

    Good fonts to use for menus and HUD

    I think there's a certain amount of meaning and mood behind a choice in typography, so it's difficult to make any suggestion without knowing more about what your game is and what it looks like. You're not only looking for something thats "simplistic, and not too flashy" but also something that will look good together with the other graphics elements you have on screen.
  5. Kryzon

    GIMP Alpha Channel packing

    No problem bro, I had thought you didn't search. @Scouting Ninja I think his "get scale" was an autocorrect from grayscale. Autocorrect can really make you eat the scary bed
  6. Kryzon

    GIMP Alpha Channel packing

    If you google for "GIMP grayscale alpha", the first result is this: https://graphicdesign.stackexchange.com/a/8943/66143
  7. Kryzon

    Keep object in camera view

    Unity's Tanks demo has a self adjusting camera. WebGL demo: https://webassembly.org/demo/ Camera code: https://unity3d.com/learn/tutorials/projects/tanks-tutorial/camera-control?playlist=20081
  8. Kryzon

    Keep object in camera view

    Without looking at the code, here's an idea: on every update you want to transform the camera in some way, like moving, rotating or scaling it. If the camera + that transformation will cause the object to go out of the screen, then don't transform the camera on that update. I think this type of logic is called "filtering". Using any tests you want, you are filtering out any transformations that will cause the camera to look away from one or more objects before applying the transformation. (This works only if the objects are static.) Another solution is to compensate \ adjust after the fact: do move the camera every update, but in case one or more objects go out of frame, compute a movement or rotation for that camera that will cause it to bring them all back into view (eg aim the camera at the median* of all object locations, then dolly the camera back until all objects fit within the visible volume). *Use the median of their locations (the center of the sum of their bounds), rather than using their average locations (sum locations and divide by n), because if you use the average the camera will always focus on clustered objects rather than every object equally.
  9. 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;
  10. 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.
  11. 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.)
  12. 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.
  13. 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.
  14. 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
  15. 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.
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