Game Editing > General Content Creation

General WIP

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kat:
It's alive!!

The meteors look interesting but the effect does look a bit like a bad render at that larger size.. does it look better rendered to a smaller size? For the cube, did you mean using the "Emit" material settings? I've always been puzzled why it's called "Indirect Lighting" when all you're actually doing is using an object, via materials, into a light volume instead of a Lamp object! :D

silicone_milk:
The cropped render (I'm assuming that's the one you mean is the larger render) is my least favorite. That was using a vector blur node prior to scaling and pixelating. I liked the more stylized non-blurred version more but I'm having a hell of a time recreating it again.

For the cube, only the magenta on the right is an emitter. The red on the left and green on top do not emit light but their material color carries over to the material for the cube body. There is a strong light shining down onto the cube from the upper left which bounces on the materials to carry their color around.

kat:
Ah, that explains the difference between the areas.

silicone_milk:
Yep. The diffuse color on both the left and right 'reds' are actually the same color. I was mostly playing around to see what kind of effects I could get with lighting the sprites with emitters for things such as tavern facades with lanterns hanging out front or something like that.

I rendered out my Unity character in 'sprite' form and the results are... terrible, to say the least. This could be because I rendered out all keyframe + the interpolated frames of the walk cycle rather than just rendering the few main keyframes (like a normal sprite would be animated). I'll have to play around with it some more I think.

kat:
Ah yes, think Doom - a single sheet dedicated to some pretty complex animation sequences typically only has maybe 4 or so images per sequence + the rotations - not many frames per individual action but with x4 for each main pose it adds up.

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