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Daimonin Forum  |  Project News  |  Official announcements  |  Artists' blogs  |  Topic: Sherock's artwork for b4 « previous next »
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Topic: Sherock's artwork for b4  (Read 10748 times)
Unislash
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« Reply #210 on: December 18, 2007, 06:28:53 am »

Cheesy nice job so far. Taking a look at it, it's quite a simple, yet effective technique you are using. Bob his head... move his arms... done Smiley. GJ Wink

Cheers,
Unislash
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Sherock
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« Reply #211 on: December 19, 2007, 01:11:38 am »

ok so the attack is done as well as the idle.  The walk is almost done..  I tried something different for idle

He just looks like the Type to Flex his muscles around Wink  anywho  check it out Smiley
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Unislash
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« Reply #212 on: December 19, 2007, 03:21:04 am »

Hehe.... well, i think it would look... more normal i guess... if you made his arms move a little inward too. It just looks so abnormal without the rest of his body moving Tongue lol

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Unislash
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ThePlaneskeeper
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« Reply #213 on: December 19, 2007, 02:33:37 pm »

i agree with unislash to a degree, OTOH, i used to know alot of people in high school who used to do just what he is doing now.
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Sherock
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« Reply #214 on: December 31, 2007, 01:11:55 pm »

finished

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Torchwood
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« Reply #215 on: December 31, 2007, 02:01:01 pm »

Excellant job - well done.
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Nobbit
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« Reply #216 on: December 31, 2007, 02:53:11 pm »

very nice! and even finished in 2007 Cheesy
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Unislash
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« Reply #217 on: January 01, 2008, 02:39:44 am »

Lol, good job Sherock Smiley. He's great!

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Unislash
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Animegirl777
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« Reply #218 on: January 01, 2008, 09:33:57 pm »

for the male human...I like the male human on the game currently. I like your female elf...that would be cool to have on the game Smiley
~Animegirl~
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Cheesy
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« Reply #219 on: January 16, 2008, 06:04:43 am »

My ears are burning from some earlier posts about being unreachable.   The reason the images are too high and too far to the left is that they are in the center of a 2x2 tiles.  But being that they are being converted back to a normal, 1 tile size, I should disable that.   Sherock - get with me on what all you want it to do via e-mail.  I will also work on making it codeblocks compatible.

  I've just recently made a comeback myself.  A long while back someone talked about showing armor & weapons on PCs / mobs.  We had always talked about it before, but we left it, too dificult  So, never being one to not try something crazy, I decided to give it a shot.  

  The first thing we have to do is be able to animate a mob, then we draw the armor on top.  The original idea was to show the mob in 3 diffrent poses, but hey, why do just 3 if the PC is rotating it for us? I'm having it take a 1/10 steps from one pose to the next.  I should also make the 3rd round back to the 1st...  Here is an animated .gif of some work so far.  I broke the pics into head, torso, right arm, etc..  I then mark the rotation points on them, just like we do in the animation helper, and draw them in order.  Notice how the sword is rotating on the hand which is rotating around the shoulder.  I need to break the arm into upper_arm and lower_arm so the movement will be a little more natural.  

Also, the "straight on" and "directly away" attack movement cannot be done without some other manipulation of the image.  I'm hoping that we can scale the image down verticaly a bit will give the ilusion that it is going away from the viewer.  

Well, here is the image.  It looks a bit slow here, but when it is rendering, it looks ok.  In fact, in realtime if I take out the SDL_Delay, it does the display so fast it blurs.
 


What I'm working on now is making my program read everything in from a text file so that I don't have to keep re compiling it everytime I make a change.  Walking will be intresting.  I'm going to start with a more human model, this guy is a chicken walker.  I've started to break up some other images like the Ice giant. He looks strange with the pink wings, I should make some blue ones for him.
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Talwoasc
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« Reply #220 on: January 16, 2008, 01:40:46 pm »

The front view looks a bit odd, the arm with the mace goes behind his other arm, and comes down at an angle that looks odd (to me at least)
I don't know if this is what you meant when you said the "straight on" image needed manipulating, so I thought I'd ask
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« Reply #221 on: January 16, 2008, 01:48:02 pm »

Talwaoasc, He was just showing those images as an example. Instead of creating several images, he was suggesting breaking down the images. But this requires coding, as he has already mentioned. (I think he knows what he's doing Wink).

Anich
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Talwoasc
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« Reply #222 on: January 16, 2008, 01:52:20 pm »

Lol, they were looking so good I thought it was close to a finished product. Anyway, GL, as it seems to be working and anything to reduce rotation time is a great help to the artistic community! Cheesy
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« Reply #223 on: January 16, 2008, 02:16:29 pm »

Yes, that's an easy fix.  I have to tell it draw the left arm firts, then the right weapon, then the right arm.   The order that it draws is dependant on the angel you are looking at it from.   I'm hoping that when I break the arm into 2 parts, so that we will have an elbow joint, that it will look better.

These "Straight on" angels are going to be the hardest things.  At this point, all my program does is rotate and match up "joints".  For each direction, I tell put the arm at this angle, then for "phase 2" be this angle etc..  Things like wings flapping will be way beyond it's ability.

If this all turns out for naught, I think it will greatly speed up making new mobs or animating an existing one.  You break the image apart into head, left arm, etc..   Ever notice how all the orc's have the same head?  Once we do the orc-head.png then that can be used for the rest of them.  Same is true with a shield or weapon.  It will at least pump out 6 of the 8 angels needed.  The 2 angels it does not do well could be draw without arms, where the artist could come in and add these by hand.
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ThePlaneskeeper
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« Reply #224 on: January 16, 2008, 05:35:58 pm »

on another forum it mentioned turning flat objects (pictures/graphics) into isometric ones, by using scaling and rotation methods.  

Quote
Instead, first scale it (horizontally) to ~71%* of the original width. Then skew that squished image.

---

* 1 / square root of 2 = ~71%


so for the images that are slightly skewed (1,3,7,9) maybe should have the arms/weapons skewed by that percentage, and then the front/back ones...  Perhaps try skewing it a percentage based on how much in front of him it is?  So have the mace straight up and down, then skew it x%, and more % as it comes down, then flip it, and skew it less as it goes beyond the horizon level.  On second thought that requires the head to get bigger and the handle to get smaller, so its not really feasible unless you cut it up even more... hmm... donno...

Good luck on that!
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