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Posted 05 September 2012 - 01:13 PM
Posted 05 September 2012 - 01:43 PM
Posted 05 September 2012 - 02:04 PM
Posted 05 September 2012 - 02:13 PM
Infact, you could request the artists to do this for you. Have them send you the generated spritesheets (with multiple different texture skins), and the 3D models (for if you need future work done by a different artist), with the different textures.
One thing you could do is contract for the models+rigging+animations alone, then use Blender or another 3D app to render out your sprite frames yourself. You can construct a stage (camera in the isometric position, lighting rig set up for consistency across models, etc...) then import the models and render out the frames, spin the camera, render more, etc... These kinds of jobs can be highly batched and automated, so that the grunt work is done by the renderer. But it does cost you a bit of time setting up the stage.
[...bunch of other awesome advice...]
Edited by Servant of the Lord, 05 September 2012 - 02:14 PM.
Posted 05 September 2012 - 02:24 PM
Posted 06 September 2012 - 01:27 PM
Posted 13 September 2012 - 01:47 AM
Edited by 3Ddreamer, 13 September 2012 - 01:49 AM.
Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.
by Clinton, 3Ddreamer
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