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Contributions / Graphics requests / Re: Lamp post rotations
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on: January 07, 2009, 09:58:15 pm
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Ah right - yes ... CatRom anti-aliasing filter. Yes ... I did use that for the lamp post ... also tried with anti-aliasing turned off as these images are quite "narrow". Found actually that it was better with anti-aliasing turned off ...
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2
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Project News / Artists' blogs / Re: Torchwood's artwork
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on: January 07, 2009, 09:34:33 pm
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Yes - I like him too, agree, he works better as Ice rather than fire/lava. Best bit was, he took virtually no time to create. I haven't adjusted or changed the mesh or any of the poses from the original - just changed the surface texture colours from firey to icey! Here are the final images Ice Gargoyle Lord  I will commit them to SVN soon, and am now working to try and get a stone texture. I think I will also make some images that are only 1x1 mob size - above images for the Gargoyle Lords are 2x2. 1x1 should be good for Gargoyle minions! :-) EDIT: Hmmm ... stone not so easy! But smaller gargoyle minions seem to be OK: Ice Gargoyle Minion
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5
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Project News / Artists' blogs / Re: Torchwood's artwork
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on: January 06, 2009, 10:34:23 pm
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Yes ... I know he still looks a bit like Spiderman in some views ... but it seemed a shame to waste the basic mesh and texture mapping, so I added in my standard rig and animated him: Fire Gargoyle Lord 
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6
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Contributions / Graphics requests / Re: Lamp post rotations
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on: January 05, 2009, 07:56:13 am
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(1) Added surface texture to give a slighly 'mottled' effect to 'roughen' up the surface (2) Hung the lamp slightly lower below the arm (3) Added 'off' images @Uni: (1) Yes ... I've never changed from the default renderer in Blender, so not sure why you think they should look fuzzy. Not a lot I can do I don't think ... sorry  (2) The base of the post has a larger diameter ring - when I was playing around with scale, it got a bit too big (and so a bit too prominent - and the reflection facing the camera was that large white spot you mention) in the V4 images. I've put it back where it should be now. V5 images available in SVN. Lamp Post v5 Lamp Post v4
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7
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Contributions / Graphics requests / Re: Lamp post rotations
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on: January 03, 2009, 09:26:10 am
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Changed the camera angle (lowered it, so we are looking more directly, and less from above), and made the arm a bit longer. Also, made the arm material less shiny: V4 images available in SVN. Lamp Post v4 Lamp Post v3
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8
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Contributions / Graphics requests / Re: Lamp post rotations
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on: January 02, 2009, 10:33:21 pm
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Changed colour of metal to be a bit darker, and found the "emit" button on the materials sheet in Blender ... so the lamp gives out light now and so is a bit more vibrant. Also, remodelled the arm a bit to give it less "droop" ... images uploaded to my normal location - see what you think Smacky! It may be the camera angle/elevation in Blender needs adjusting for this type of image ... if I make the camera lower / higher it will affect the perspective. Previous V2 images included for direct comparison: Lamp Post v2 Lamp Post v3
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9
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Contributions / Graphics / Re: GIMP Scripts for Image Post-processing
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on: January 02, 2009, 10:22:24 pm
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Update!
I just updated my GIMP from 2.4 to the latest version (currently 2.6.1). There were a number of changes that I needed to make to my GIMP scripts to get them working again. Nothing major ... you just can't create a variable without assigning it a value anymore.
Also, the GUI strategy of GIMP has changed slightly such that the main tool box no longer has a menu bar, so I can't put my Daimonin scripts there - they have to go into the main <image> toolbar.
Updated gimp-scripts posted to SF Trunk.
(If you want to know how to use these tools, then unfortunately the Wiki pages I originally wrote for them are no longer available online ... but the original source for them should be around somewhere, so you'll have to pester someone to upgrade them to the current wiki format. Basically, they are what I use to batch processs (auto-crop, add perspective shadow, etc.) and then tile my mob images into single images for ease of posting in my graphics thread. They also do a few other things that various people asked for, such as replace a set colour with transparent).
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11
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Project News / Artists' blogs / Re: Torchwood's artwork
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on: January 01, 2009, 03:40:39 pm
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Discovered a new technique in Blender ... setting a material as a "halo" to give glowing light effects so thought I'd try to give one of my lizard men a nice staff to play with: Lizard Man Mage It didn't quite work the way I was expecting though - the transparency isn't how I imaged. It goes all wrong when turning into an animated GIF (although that is only an issue for the web site, and not in-game):  Here is the static png image with white and black backgrounds:   Black is obviously the nicest looking, but will be interesting to see what it actually looks like in-game. I'll post a screen shot sometime soon ... EDIT: Oh good! It turned out to be OK I think: 
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13
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Project News / Artists' blogs / Re: Torchwood's artwork
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on: December 31, 2008, 07:54:21 pm
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Hehe ... showing your age now Smacky! Mind you, I might have a DVD of the Clangers somewhere at home ... or was it Charlton and the Wheelies ... I forget! Anyway, I'm reaching the end of my interest with this troll - he's not my best, and if I had the patience I could mod him for a long time yet, but I don't, so I won't! The below images show a few more mods - I've only shown a static set of poses here, as the animations haven't changed from those shown in my previous post. Troll 2  As we speak, images are being added to my 'unofficial' folder on SVN ready for someone to use. EDIT: Woot! This thread now has 20K+ reads!  (never going to make it past the or game or my pic threads though!  )
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15
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Project News / Artists' blogs / Re: Torchwood's artwork
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on: December 28, 2008, 06:31:36 pm
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OK - thanks for all the feedback people. Constructive feedback, giving me ideas of where to go next with the mob, is what I can use most! Here was my reference image from the current in-game Troll ...  Now, I'm not aiming to exactly replace the current Troll ... just to add something else vaguely "troll-like" to the game. Obviously, I didn't manage to match the particular shading used in this image, I need to be a bit yellower I think! Yes - more muscles needed, especially around the chest area. Face - yes - not quite right at the moment. Needs to be flatter (less "snout") I think. More pointed feet. He's also too small - I can afford to scale him up a bit so he is bigger/taller to match the existing Troll images, which will allow more of the detail on his skin to come through. @LG - I'll get the base model right first then see about adding some striking details! @N*S - I agree, not sure Troll is the correct description, but not sure about bird-troll either  . Chuck some more ideas at me and maybe something will jump out! Anyway - as soon as I get back home from visiting the relatives I'll try to finish him off! (30th Jan-ish).
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