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Multimedia => Drawing & Animation => Topic started by: Duke "Tape" Eiyeron on December 17, 2014, 08:54:29 PM

Title: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on December 17, 2014, 08:54:29 PM
Oh meh, I started to pixelate again.
Title: Re: Eiyeron's pixel paint room
Post by: Yuki on December 17, 2014, 10:27:20 PM
Ooooh, nice :)
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on December 18, 2014, 07:06:33 AM
Ooh I like those loading bars and platforms :D

Also the bouncing ball :D
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on December 18, 2014, 08:08:44 AM
4 pictures / post is few. This limitation should be removed for this category. I'll post in this post the pictures I did yesterdays that didn't made the cut.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on December 18, 2014, 08:12:43 AM
You can always upload them to http://img.ourl.ca then post the links here. We kept attachment settings to a minimum because we only have 30 GB of disk space and we wanted to prevent people from flooding the board with thousands of 2 MB-large, unoptimized TI-84+ screenshots.

I could always remove the image limit, but the max per post will be 1 MB I think. I just don't want to have to delete attachments in the future if the feature is being overused. The attachment folder is currently capped at 1 GB although I think we could upgrade it to 4 at least.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on December 18, 2014, 05:51:36 PM
Yeah, I could just post on Omni but I worried about the traffic usage from there to here and hope that this won't add any drama to what's going on (and I say) already.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on December 18, 2014, 07:22:29 PM
I wouldn't worry about it if I was you personally. But yeah Now you can put as many files as you want in your post (1024 KB total, tho)
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 08, 2015, 12:42:54 PM
I think I got better at drawing this kind of things. A little.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 08, 2015, 04:46:16 PM
Ooh this is awesome. :D This would fit well in an HP or xLIBC game. :D

Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 08, 2015, 05:41:26 PM
My only regret is not having done a grass tile but I can't make them work or render pretty.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 08, 2015, 06:58:46 PM
Looking at the result, it might not be necessary. It reminds me how Zelda A Link to the past still managing to look good even without textures on grass tiles.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 09, 2015, 06:33:05 AM
Yeah I know, not having textures helps readability, but I'd like for once to achieve something neat in this tile category. Cobble walls are almost easy to do, you just have to make almost round stones and pile them like I did. It doesn't take too much tweaking to look nice.

Oh and by the way, I accidentally made the set work for 2*3 walls. I was working on 3*4 areas and forgot to wheck if it was working on smaller regions, so yeah, it works. I should try making intern corners and put it in an example. It's also the first time I use two tiles to make the wall.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 09, 2015, 04:20:18 PM
Aah ok. I guess my mistake for those walls was to just start from a 8x8 square then draw anywhere. Also nice that you managed to get the set to work on smaller areas. This is often a concern for me when I sprite, because I always forget to draw one row. Also, another issue is 1x3 pillars or very thin walls, which can be necessary in certain situations, but nowadays I just use small rocks to cheat :P

As for corners they can be annoying sometimes because of how many extra tile slots they require. Thankfully in some games I managed to do away with them, though.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 09, 2015, 05:17:38 PM
Sometimes, you have to cope with them. With the platoforms I'd like to do my game, this would'nt be too much of a problem, I hope so.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 10, 2015, 04:39:30 PM
One solution could also be to program a dynamic wall or auto-tile routine where if you display a tile of a specific ID it is displayed based on what surrounds it, so if for example on the right side of the tile there's a cliff then it draws the edge of the platform. Shmibs did something like that in Axe Parser in 2010 and it looked cool.

(http://img.removedfromgame.com/imgs/1280784624-mrphdraw.gif)
https://www.omnimaga.org/other-calculator-discussion-and-news/random-stuffs/msg106719/#msg106719

Illusiat 12, ROL1, ROL2, ROL3 and Mana Force 2 also did something similar, but not as advanced: Only the bottom tile was checked, so that instead of the top of the wall or platform it actually drew a wall.

Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 10, 2015, 05:29:35 PM
Yeah, I know about auto-tiling mappers, they're pretty nice to do and I hope being able to make them in a generic way that could help me compressing data. Unless this, I'll use Tiled for that.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 11, 2015, 01:29:41 AM
On the HP Prime I think auto-tiles would be easy because you can easily split graphic data into chunks as you see fit. That won't be needed if your walls are always 2 tiles thick like in Zelda, though.

It might be slow, though.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 11, 2015, 10:54:55 AM
Huuuh, I did the corners. What the hell it was a pain to do them but the result is epic as hell.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 11, 2015, 12:09:40 PM
That looks even better now. :D The inner walls (inside holes) seems bigger in height, though.

I am wondering, can the walls be stacked on top of each others to form higher cliffs?
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 11, 2015, 12:17:39 PM
I haven't done multi-height walls. Yes the walls are bigger on the inside because I didn't want a perfect 50/50 ratio, it would have created a sort of grid.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 11, 2015, 05:21:01 PM
Ah ok, although if you ever make castle walls where the floor is completely flat then it might look weird if some walls are higher.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 13, 2015, 12:22:46 PM
A little 4-gray dungeon tileset, inspired mostly from Zelda GB.
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on February 13, 2015, 12:39:21 PM
Woah, those are pretty cool! And since they are 4 scales, we can use these in Axe. I might even make some game with it :D
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 13, 2015, 07:27:10 PM
Looks pretty nice :)
Title: Re: Eiyeron's pixel paint room
Post by: tr1p1ea on February 15, 2015, 10:28:03 PM
Looking very good!
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 20, 2015, 10:23:03 AM
What I should do AFTER Super Hexagon Casio.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 20, 2015, 12:28:52 PM
Ooh those look nice. :D Is Stick Hero a computer game or something by the way? Regardless, a calculator version would be nice. I hope you do another calc program in the future once you finish and release Super Hexagon. :)
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 20, 2015, 03:25:13 PM
It's a simple smartphone game. Once I really get on it, 'should be fast to do. I really should get back on SHC.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 20, 2015, 05:20:14 PM
Aah I see now. A calc port would be nice :).
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 27, 2015, 05:04:33 PM
WALRII LOVES YOU.
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on February 27, 2015, 05:07:19 PM
Oh noes! It's walrii's evil twin, iirlaw!
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 27, 2015, 05:08:53 PM
Oh, look what @BadPNG did when I sent this picture : there (https://twitter.com/badpng/status/571356122709233664/photo/1)
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on February 27, 2015, 05:15:17 PM
Wait what? ???
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on February 27, 2015, 05:19:36 PM
Just embrace the love of WALRII!
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on February 27, 2015, 05:19:54 PM
Or just run some shader on it with

gl_FragColor = texture2D(walrii, gl_FragCoord.xy/res) + vec4(rand(uv));

:P
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on March 30, 2015, 08:47:56 PM
I started with trying to put a sci-fi style to the font without changing it, ended with some tribal-like/organic patterns instead.
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on March 30, 2015, 08:59:25 PM
Wow that is really cool. It looks kind of like metal to me. I think that it'd be cool in an actual game.
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on March 31, 2015, 03:51:12 AM
Yeah it looks amazing :D
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on March 31, 2015, 05:38:17 AM
Ooh I like it. I notice it's 128x64 and 256x128. Do you plan to use it for a Casio game or something?
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on March 31, 2015, 12:15:50 PM
Nah, I just used this dimension because i'm used to it. And these colors can't be done on calc, unfortunately.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on March 31, 2015, 11:57:45 PM
Oh I meant on the PRIZM, stretched up. :P
Title: Re : Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 01, 2015, 08:15:22 AM
Mmmh. If I'm goign to do something on the Prizm, I'll go 320x240, the QVGA resolution. It'll fil to the screen minus 8 lines (or 16 I don't remember), it'll look like Bust-a-move's resolution. This is only to make hypothetical ports easier.
Title: Re : Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 02, 2015, 06:36:05 AM
The PRIZM is 384x216 IIRC so it would probably be 320x216. You could also do 320x200 like some old computer games.
Title: Re : Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 02, 2015, 07:36:17 AM
If I can make the asm thing to go full screen, It can to 228 or something like that.

EDIT : 224. 396*224, so yeah, only 16 rows are missing, it's not that bad. If it's ported on a QVGA, simple borders could be put for decoration.
Title: Re : Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 02, 2015, 12:24:36 PM
Just make sure that it's not the HUD or other important things that are missing O.O

I remember playing some older console games on TV that didn't use a black frame like some SNES games (eg Final Fantasy VI) and the result was that on certain CRT TVs there were graphics I couldn't see on the sides of the screen >.<
Title: Re : Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 02, 2015, 01:21:22 PM
What could you have lost? Important details? I remember some games weren't updating these lines, like TMNT on NES.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 03, 2015, 02:20:56 AM
For example, if you make a 2D beat-em up game and the entire energy bar, score and lives section is gone missing, or if you make an RPG and you can't see your stats.

I doubt that for example, a straight port of First Fantasy would be fun to play like this:

(http://img.codewalr.us/ffmfvillage11.png)

Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 03, 2015, 08:21:22 AM
Yeeah, If I were to port your RPG, I would go for graphical tiles or smaller font. :p
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on April 03, 2015, 09:32:29 PM
Quote from: DJ Omnimaga on April 03, 2015, 02:20:56 AM
For example, if you make a 2D beat-em up game and the entire energy bar, score and lives section is gone missing, or if you make an RPG and you can't see your stats.

I doubt that for example, a straight port of First Fantasy would be fun to play like this:

(http://img.codewalr.us/ffmfvillage11.png)


Makes me think of some game (Can't remember exactly anymore) that didn't support my screen size and i had to play like this <_<
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 04, 2015, 06:00:22 AM
Lots of legacy games doesn't support recent resolution. I remember Age of Empires II not wanting to get outside of 800*600, 1024*768 and 1280*1024... Oh and FX games are strangely working in Prizm : if you ever get into the grapgisms, may God have pity on you. ^^
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 04, 2015, 06:55:17 AM
Yeah, one notable example was Starcraft (640x480). And Interesting. I thought that FX games would crash or something when it comes to graphics. On TI calcs you have to change some code and memory addresses.
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on April 04, 2015, 11:49:19 AM
Yeah but you'd think that it would do some kind of resize to still make it fill screen, even if it has a greater resolution.

You know what really grinds my gears too? when a window is too big for you monitor and you can't close it / see the top
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 04, 2015, 12:55:28 PM
Quote from: DJ Omnimaga on April 04, 2015, 06:55:17 AM
Yeah, one notable example was Starcraft (640x480). And Interesting. I thought that FX games would crash or something when it comes to graphics. On TI calcs you have to change some code and memory addresses.

I meant Basic Games.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 05, 2015, 06:02:21 AM
Oh ok lol, and yeah I remember how on the PRIZM they were scaled up automatically, unlike CSE BASIC games.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 05, 2015, 08:05:29 AM
And Drawstat suffered from one change : when asked for no plotting the points, it still did, making graphisms ugly and not working anymore...
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 06, 2015, 11:30:45 AM
Ah right I remember that. It's a shame because look at what the Zelda guy did in pure BASIC on the 9860G. O.O
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 06, 2015, 06:31:44 PM
Eyup, it's a great thing he did there, but we would still suffer from the pixel tricks we had to use, like using some point cordinates to have some kind of line, and it wouldn't work on Prizm because of the 3* scaling factor...
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 06, 2015, 06:41:50 PM
This one?
http://www.dailymotion.com/video/xc71wy_zelda-demo-casio-graph85-sd_videogames
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 06, 2015, 06:43:02 PM
It seems so, I haven't tested it but I recognized the graphisms. (Zelda GB ripoff! :) )
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 06, 2015, 06:47:43 PM
That calc must be very impressive in terms of speed or at least the basic is like xlib.

Also I haven't played Zelda GB :(
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 06, 2015, 07:34:04 PM
Nope, you can set statistic graphs with two lists (one for X and one for Y coods), thus the calc draws the lines as it were a bunch of F-Line commands, but faster. And yeah, the calc is quite fast (28MHz)
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 07, 2015, 06:58:13 AM
I wish that trick worked on TI calcs. The worst part is if we move a stat plot sprite around it erases the screen >.<
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 07, 2015, 11:40:12 AM
Aw, yes so, it's why this trick isn't used on Ti calcs.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 08, 2015, 06:34:17 AM
People still use Stat plots on TI calcs to do graphics but it's more rare. Usually it's to draw rudimentary maps made of sticks and everything else is drawn using other drawing commands. This Zelda logo is the most complex thing I did using TI's equivalent of DrawStats:

https://www.youtube.com/watch?v=N4agl7EbcKI
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on April 08, 2015, 07:22:07 AM
Whoa that looks quite cool :o
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 08, 2015, 12:45:19 PM
I specially like the Tricforce's rotation. Simple but effective.
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 08, 2015, 02:38:17 PM
That's very impressive. That could even just be released as a screen saver if you wanted to.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 08, 2015, 03:55:04 PM
The triforce? It's just a cos*<the list which contain x positions)
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 08, 2015, 03:58:02 PM
No I meant the entire thing but yeah the triforce could be too.
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on April 08, 2015, 05:17:18 PM
Quote from: Duke "Tape" Eiyeron on April 08, 2015, 03:55:04 PM
The triforce? It's just a cos*<the list which contain x positions)
Still looks cool though :D
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 08, 2015, 05:28:56 PM
Sure! That's very fun and easy to do. The next thing easy yet fun are rotoscalers! :p
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on April 08, 2015, 05:44:48 PM
It looks like you are referring to a non existing post, Eiyeron  ???
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 08, 2015, 05:53:10 PM
Nope, I was replying to you.
Title: Re: Eiyeron's pixel paint room
Post by: Snektron on April 08, 2015, 06:01:46 PM
hm, i think i'm missing something :/
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 08, 2015, 08:44:43 PM
Nah, nevermind. Gotta pixel something tomorrow...
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 09, 2015, 06:54:58 PM
Quote from: Duke "Tape" Eiyeron on April 08, 2015, 12:45:19 PM
I specially like the Tricforce's rotation. Simple but effective.
Thanks, it's actually slow-ish but I guess it would do the job if we can exit during it. Sadly I never used that project stuff, though, but I still got backups. The logo is quite larger IIRC, though. (although way smaller than a picture file)
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 09, 2015, 07:54:47 PM
I tried to recreate it ( pure basic ) but the screen flashed too much. Edit. Monochrome
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 10, 2015, 05:38:38 AM
You just need to erase the sides and the middle, while redrawing some parts. On monochrome calcs it would probably also be faster than on the CSE (except maybe the CE) but I think xLIBC would be faster.
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 10, 2015, 11:22:18 AM
You could do a speed test if you wanted to. Or you could send me the monochrome equivalent. Btw, is that using xlib or not?
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 10, 2015, 02:15:54 PM
Pure basic, except switched to 160x240 mode beforehand.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 21, 2015, 02:14:05 PM
The tileset of my roguelike project. The last tileset, spoiler, has been hidden. TO the people who are already dissecating my preview versions, please don't spoil them.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 22, 2015, 04:53:53 AM
This looks pretty cool. Will you also use those redacted fonts? :)
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 22, 2015, 05:07:09 AM
There is a tileset under the redacted rectangle, I'm not using the "redacted" text itself ! X)
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 22, 2015, 04:27:39 PM
Aah ok. It would have a Coleco/NES feel :P
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 22, 2015, 04:52:06 PM
Oh lol, welp, I still have the space to put a full 8x8 alphabet inside the tilesheet! ^^
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 23, 2015, 07:25:38 PM
On a side note, would this console be fast enough to do some parallax scrolling? Also, what is the color depths supported?
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 23, 2015, 08:11:19 PM
I think so for paralax but there's a set 16 color palette.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 23, 2015, 08:25:45 PM
But Eiyeron's mockup got more, right?
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 23, 2015, 08:35:49 PM
I don't think so, I recognize all of the colors that I see in the demo. Maybe you can define your own palette but I didn't read about it anywhere.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 24, 2015, 03:39:49 PM
The only colors I added were the redacted area, the console itself supports only 16 colors. Parallax would be hard to do as the console only supports one map.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 25, 2015, 09:58:11 PM
Aah I see. Hopefully it's not too restricting for my needs. I wonder if First Fantasy would be possible?
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 27, 2015, 08:10:36 PM
Beware, only 15KB of program source code. Each ASCII character takes one byte.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 28, 2015, 08:43:34 AM
NOt really pixels, but I somhow got hooked again on Pokémon. I rushed the scenario in a few dozen of hours and always overleveled by around 7-10 levels. Welp.

Technically speaking, I really liked how the models were detailled for a 3DS game. THey didn't count the polygons and that shows. Bored, I wanted first to remake their shading material which gives a pseudo half-tone lightning to their Mons and give back that vaguely pixel-art era sprite shading. That goal was totally forgotten at the end due to the impossibility to Cyces to know how much light a model will get. Welp, I could have gotten away with a normal mapping and a color ramp but I was too lazy and I wanted a light/environment based shading...

I used the dumped 3D model of Bulbasaur found on  Models Resources (http://www.models-resource.com/), played a bit with the model to clean it up (the second geometry for the eye pupils doesn't work on Blender, I had to use another texture for the eye/iris combo, fortunately given in the archive), got back on how to pose with a skeleton/rig/armature, played quickly with Cycles renderer to give the Saur a quick Toon shader due to lack of such half-tone shader and boink, you got it.

Actually, I have next to no knowledge on rigging 3D models, I have quite the pain to give hm a static and nice pose, forget about having any GIF or whatever you want. Oh and Cycles finally support non interpolated textures, God bless Cycles.
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 28, 2015, 11:22:11 AM
Wow that is awesome. I really think that it matches Pokemon's feel. Maybe you could shrink the image and do a 3d rotating bulbasaur? That would turn it into pixel art if that's what you wanted to turn this project into. It would be pretty original I think.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on April 28, 2015, 11:52:12 AM
Mmmh. I already saw sets or things that would turn your scene into a pixel-art looking set, I need to get that again

Edit : Forget it, this is a mess of how-does-it-work and i-don't-speak-japanese.


Edit 2 : I just remembered about energy/light based ramp on Blender's internal render (not Cycles) which allow me to use a half tone shading. Gotta try this soon on another model. I made a lil Gif to show the differences between a classic shading and the same with the color ramp (affecting value to stay on 100/66/33/0 values, this making 4 grays.)
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 28, 2015, 09:07:42 PM
That is cool Eiyeron, especially the Bulbasaur :D. I wonder how hard it would be to create a 3D model of Walrii using the 4 directional sprites posted in the Walrii fan art thread?
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 28, 2015, 09:27:29 PM
DJ I'll try to make a 3d walrus eventually but I think I'll start in Minecraft. If anyone else tries it'd be awesome if you shared, good or bad.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 28, 2015, 11:49:58 PM
Starting in Minecraft is ok. It could be done in 2D first then more depth gets added on one side depending of which part you are drawing, then you could remove the outlines or replace them.

Can Minecraft stuff be converted to 3D models?
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on April 28, 2015, 11:56:07 PM
Yep it can. I don't really have enough time to play any games right now, so it might be a while unless someone else tries.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on April 29, 2015, 06:24:01 AM
Ah ok. I hope you get more free time soon :)
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on May 04, 2015, 08:47:52 PM
Streetwalrus asked me earlier to do something with Butterfree's model
(http://i.imgur.com/keXcMKo.png)

Oh and I forgot to put the Feraligatr I did days ago
(http://i.imgur.com/IgiZXrG.png)
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on May 04, 2015, 10:53:49 PM
Cool but parts of the butterfrees texture are low quality. I would recommend scaling it up in gimp or something to at least 4x with the smoothest sampling. Then you could define any lines that look blurry.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on May 05, 2015, 11:16:54 AM
I used and want to use the original textures and not interpolating them, giving the same look than the games offer. Look at the other two, they have the same texture definition. But well, if I were given better textures I could use them.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on May 06, 2015, 04:03:00 PM
Look very good Eiyeron. :)
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on May 07, 2015, 11:00:43 AM
Thanks sir. (-_(//)); That's only an expression of my lazy attidude against my refuse to read my lessons for the exams to come next week.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on May 08, 2015, 05:19:16 AM
If you fail as a result, maybe you could punish yourself by making sprites and a map for a 16-bit style classroom :trollface:
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on May 08, 2015, 09:35:11 AM
A classroom you want? How much colors and what tile size?
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on May 12, 2015, 12:28:15 PM
The color amount is not very important to me. It could be 32-256 if you want with 8x8 tiles. It isn't for a project, though, so you don't have to do it. I was more kidding around :P
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on July 20, 2015, 04:00:21 PM
Was bored yesterday, remember a tip from some artist to draw low-res orbs, tried to get the most coherent looking color combos with Dawnbringer32 and them scaled them to 16*16 to see how they would look. (They look nice and could be part of Bust-A-Move if I'm ever continuing this project. Custom levels or such things.)
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on July 20, 2015, 05:57:19 PM
They look nice, glad to see that you're making stuff again.
Title: Re: Eiyeron's pixel paint room
Post by: Duke "Tape" Eiyeron on July 20, 2015, 05:59:48 PM
Yeah, I more or less lost the handle of pixel art and have to get back on the road of spriting to not get too much rusty.
Title: Re: Eiyeron's pixel paint room
Post by: CKH4 on July 20, 2015, 06:07:21 PM
Keep on working, your stuff is quite good. Also if you're still into pico 8 dev a game like crawl (http://www.powerhoof.com/crawl/) would be awesome.
Title: Re: Eiyeron's pixel paint room
Post by: Dream of Omnimaga on July 21, 2015, 06:25:56 AM
Wow, I like them. The spheres are pretty smooth too :)