• Advertisement

Scouting Ninja

Member
  • Content count

    1323
  • Joined

  • Last visited

Community Reputation

4144 Excellent

About Scouting Ninja

  • Rank
    Diamond belt!

Personal Information

  • Interests
    Art
  1. Advice Basic RPG Class Structuring and Design

    If you haven't done this in Unity yet, here is how: https://unity3d.com/learn/tutorials/topics/scripting/inheritance The same as with any object inheritance. You will start with a base class and work down. So you would make one script for items. Then 4 script objects for Weapons, Consumables, Wearables and KeyItems. Then each will get there own subs for example: Weapons -> 1 handed, 2 handed. Just keep doing this until you are happy and then at the very end make a converter to go from Unity C# to XML. That is how I would do it. What ever I think is more important to the game. For example if each character has 2 weapon slots for there hands 1 and 2 handed weapon groups are needed. But if characters can only have one weapon and don't have a offhand slot you can just skip these. In the end it's about what makes it easy for you and what the game needs.
  2. 2D Terrain Tool please?cartoon style

    They liked to be called artist not tools, although many of us will admit we are just tools. There are some auto software that try to make auto terrain tiles like this but they are very bad, you could just use Gimp's filters and get a better result than those auto software. The list of software provided by @TerraSkilll is solid and the most common used software. The rest is practice. Hiring a artist is expensive but often better than buying software that you only try once and abandon, please remember that before purchasing software.
  3. Advice Character Animation Transitions?

    Remember that 2D bone animations exists and makes these things easy and can keep the same look. You get all the 3D animation tools while keeping the 2D look. For how needed it depends on how large the sprites is and how realistic it is. This has a lot to do with the uncanny valley effect. If your characters are small and a fantasy style you could ignore it. Adding the transitions does improve the quality of the game but can be left for after everything else is done. Old games used a stand pose and all animations would start there and go back, this reduced the amount of transitions needed. There where a few RPGs that did this but mostly JRPGs with lager art styles. For detail studies lookup street fighter, the pro fighters recorder every frame and can even tell you that Ken and Ryu fought very different because of the timing in there animations. Transitions really started to become standard with Playstation 1 so check it's RPGs and JRPGs. I recommend you look into 2D bone animation, the new 2D animations allow for much better and easier graphics. You can still keep using pixel art with this style if it is what you want.
  4. Options for placeholder characters

    Use it and draw stick men. Your artist will just need a simple understanding of what is happening to replace it later. If your not happy with the stick men then try this: https://opengameart.org/ Even the AAA developers just uses stock art and any image they can find. The good news is what your doing is a good way to develop games, so you are on a correct path. As a artist I wish more developers would work this way.
  5. Are character artists are higher skilled than Environment artists?

    Both skill sets require dedication, neither is easier or requires more skill. The reason why character artist are perceived to be more skilled has nothing to do with the field but with the learning progress. When someone starts 3D modeling they will focus more on objects. Because organic modeling is so different they find it hard to do and it takes longer to learn. The result is that organic modeling appears more complex than hard-edge. The opposite happens as well just with less frequency. There are modelers who started with characters and as a result took very long to learn hard-edge modeling. Think of it like a language, the first one you learn is the easiest. It's all there really is to it. The reason there are less character modelers is because there are a lot more objects to use as reference.
  6. Is drawing ability required to 3D model?

    There is no such thing as negative criticism. A person criticized your work took a interest in it, learn to mine that for ways to improve. Don't bother trying to make everything one mesh. Learning how to use clipping meshes creates amazing effects, looks more realistic, lowers the poly count, makes texture baking easy and is easier to model. (I wasted a lot of years trying to make "perfect" meshes only to find that they are imperfect.) A perfect normal map does not exist, because it would be blue and unneeded. 8bit is as good as 16bit except for height maps. Use primitives and Booleans to block out designs. This saves a huge amount of time and means you don't need to go back. Learn 3D sculpting and modeling. There is no "best" way to make models and the more you know the better you can work. There is no magic bullet, don't waste time looking for software and tools to make things easy. They never worked as promised and the ones that do work quickly become world know; so they are easy to find. There are hundreds of things but these where huge time wasters for me. When your more experienced it won't matter what software you use. However it will matter to employers and for the wrong reasons, so when they ask just tell them you use the best on the market. Since there is no real best, it isn't even a lie.
  7. Is drawing ability required to 3D model?

    When you start you have a clear path, there is a lot to learn and lots of tutorials and books on it. Then you hit a wall, you can make anything but for some reason it's not as good as the best 3D artist. It's at this point where you start to learn art, what makes good art. Learning this means studying and often doing traditional art forms. The good news is at this point you have developed a "Artist eye" that allows you to break objects into forms and solid shapes; you use the same skill in any visual art. What is meant with you need to know how to draw a object to be able to model it, means that the same knowledge that allows people to draw is what you need to model. I wouldn't advice it. I was already a professional 3D modeler, environment artist, before I learned 2D. That said I couldn't make realistic humans before I could draw a face. If your just starting, you should focus on 3D. It was learning how to draw both sides of the face that thought me the trick for modeling a face. Tip, turn the reference upside down because your mind will no longer think of it as a face; allowing you to see the shapes and forms.
  8. Alternative for an open world

    Warning! Procedural generation has flaws, just remember it is noise and noise doesn't make sense. Sometimes making patters from the noise takes longer than doing things by hand. Warning! There is no way to estimate, I can say around 30%-60% is my estimate, because you will need to do hundreds of thousands of tests to see what works as procedural and what as hand made. Often you will combine them. For example design parts of the monster camps like: Bedding zone, feeding zone etc. then you will stitch these procedurally so each camp looks unique.
  9. Is drawing ability required to 3D model?

    As the others pointed out, drawing isn't needed. With that said most professional 3D artist can draw and do other art forms. it's inevitable. The principles that allow you to make 3D models, learning solid shape and forms, also allow you to understand how to draw. You just have to practice a bit. When starting out you can focus on 3D first, then when you find it hard to learn things move into 2D or animation. Character artist also have a great need for fashion design, it also improves your UV mapping; as making clothes is the reverse of UV mapping.(to think my grandmother was making 3D models before I was.) Digital painting is also used a lot during texturing. Yes as you can fill in missing details. The references you collect will never be 100%, so being able to create stuff from nothing is important. Not a book but way more useful: http://wiki.polycount.com/wiki/Polycount http://wiki.polycount.com/wiki/TexturingTutorials Polycount is a community of experts and hobbyist. You will also see that they have forums for 2D because like I said, most 3D modelers move into 2D over time.
  10. Alternative for an open world

    What is impossible is a AAA game open world. You could make a lower quality open world. Something like Don't Starve and Minecraft is possible for most people. But you could also create huge universes, lots of solo developers make space games because it's small in content but has huge worlds. Some extremely large linear games are also impossible for a solo developer. It's all about scale.
  11. Good Game Development Literature?

    So your talking about graphics design and not actually producing an UI. This wasn't clear from your post. You where talking about the code so I thought you where talking of the back end. This list: http://www.adhamdannaway.com/blog/ui-design/ui-design-books Don't get 6: https://www.creativeboom.com/resources/50-essential-books-every-graphic-designer-should-read/ a lot of these I don't know. Some topics like color theory should be learned only after 2-3 years. Also study game theory. Well design isn't nonsense but it is opinions. What your really studying is how to learn and decide on your own. A good design isn't about how well you can follow the rules others, but how well you can present your own ideas. As with many things experience is worth more than the theory. What I said above was legitimate advice for making a UI. Learning how to design one and learning how to code one is polar opposites. I use mobile design as a example for this a lot. When designing a mobile app, you should design the way it works for the lowest resolution upwards. The art should be design from the highest resolution downwards. For a much more up to date level design check http://polycount.com/ it's a 3D website but also covers other art topics.
  12. Any Unity screen effects really slow on mobile.

    This looks like my problem. It's running above 60fps now. Strange that this one thing had such a huge difference between desktop and mobile. Even works with my shader on old mobiles.
  13. Cel shading edge detect.

    Looks very interesting. Will keep it in mind, never know when something like this could be handy. I am having problems with Unity screen effects on mobile so I think I should just abandon this idea and re-work my meshes so I can use the flipped mesh effect. It will take hours but this has taken me two days with very little progress. Some times I feel like Unity just hates me and the feeling is mutual.
  14. So I am trying to learn how to do screen effects in Unity. The problem is that ANY effect is slow on mobile. At first I thought it was the complexity of my shader, so I tried it with a much simpler shader: It's a very basic adaption of the shader Unity provides as default. All it does is add 1 to the color The script to run the shader looks like this: using System.Collections; using System.Collections.Generic; using UnityEngine; public class TurnThingsWhite : MonoBehaviour { public float _Amount; public Material material; float Timer = 2f; void Update(){ if (Timer > 0.1f) { Timer -= 1f * Time.deltaTime; } else { Timer = 2f; _Amount = ((_Amount * -1f) + 1f);//toggle binary } } // Postprocess the image void OnRenderImage (RenderTexture source, RenderTexture destination){ material.SetFloat("_Amount", _Amount); Graphics.Blit (source, destination, material); } } On Desktop this has almost no impact on performance, on mobile this is dropping even new mobiles down to 30fps-40fps. With nothing else in the scene except a 3D text object to see the fps. Is this a problem with my script? Is there some other way mobile screen shaders should be made?
  15. Cel shading edge detect.

    With my matcap experiments I know that this won't work exactly. Matcaps takes the camera angle so sometimes the outline will be thin around the edge and other times it would cover the whole model when you look from a angle. Matcaps mostly work from fixed viewpoints. I am making progress, I learned how to get the normal and depth pass from Unity and have a outline. I just need to learn how to use the normal map to also apply lines on the mesh.
  • Advertisement