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  #351    
Old December 29th, 2009, 06:49 AM
Poeman
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The cel shading is awesome!
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  #352    
Old December 29th, 2009, 06:49 AM
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Some fresh screens from Pokemon: Dissension. Enjoy.


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  #353    
Old December 30th, 2009, 03:33 AM
MarkLegault
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I don't see anything.

I finally was able to rig a human model:
http://www.youtube.com/watch?v=6S4eBelmWgc
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  #354    
Old January 1st, 2010, 07:14 AM
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Jeez, the quality of the games being produced has increased ENORMOUSLY since I stopped developing games myself. Kudos to all you gamemakers!
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  #355    
Old January 2nd, 2010, 10:58 AM
Poeman
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:3
The first room in my game where you obtain the sword an learn the evil secrets of Jarfed!
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  #356    
Old January 3rd, 2010, 08:52 PM
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BlitŻ
guahh my dog is so cute
 
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How do you guys like this for a new project me and my friend are working on?


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  #357    
Old January 4th, 2010, 03:13 AM
MarkLegault
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Walk: http://www.youtube.com/watch?v=2m4b4mb91w0
A lot to improve...
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  #358    
Old January 4th, 2010, 03:51 AM
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Quote:
Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
Some fresh screens from Pokemon: Dissension. Enjoy.


Those screens look Beautiful man. The mapping's looking great too. Oh You know, I can help you make a Titlescreen with a Glowing Lugia or something like that right? I think That'd be cool to see, It'd add onto the Games Appeal. Anyway Keep it up.

Quote:
Originally Posted by BlitŻ View Post
How do you guys like this for a new project me and my friend are working on?


These are looking very nice, I like how you put The official games art to great use, very nice. I find it a bit scary to be meeting Oak at night though lol, Unless there's a reason for that.

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Originally Posted by Poeman View Post

:3
The first room in my game where you obtain the sword an learn the evil secrets of Jarfed!
That's pretty impressive to see, another 3D game. Looks pretty good, the map seems a bit small though.

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Originally Posted by MarkLegault View Post
Very nice, Are the Trainers Bigger than the Houses though?
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  #359    
Old January 4th, 2010, 03:53 AM
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@BlitŻ: Really nice backgrounds, if you made them yourself. The Oak looks like it's from another fangame I have seen but that might just be a public one. I don't really like the name btw.

@MarkLegault: Not really that good tbh, a lot of improvement is needed.
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  #360    
Old January 4th, 2010, 03:59 AM
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Developing an awesome game.
 
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@Peeky Chew
The artwork is from HGSS, the Oak is too.
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  #361    
Old January 4th, 2010, 09:30 AM
MarkLegault
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Quote:
Originally Posted by Peeky Chew View Post

@MarkLegault: Not really that good tbh, a lot of improvement is needed.

I know ( I said). What part needs more attention?
(I assume you mean the animation).
@<~F.M.P~>: What do you mean?
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  #362    
Old January 6th, 2010, 07:16 PM
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Quote:
Originally Posted by MarkLegault View Post
I know ( I said). What part needs more attention?
(I assume you mean the animation).
@<~F.M.P~>: What do you mean?
I assume he meant what he said. I could be wrong. Maybe it was a typo?
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  #363    
Old January 6th, 2010, 08:10 PM
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Quote:
Originally Posted by BlitŻ View Post
How do you guys like this for a new project me and my friend are working on?


Damn almost had even me fooled, If I didnt know any better I would have thought that, that title screen was like malachites lmao, looks alright
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  #364    
Old January 7th, 2010, 12:34 AM
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Oh, and what's with the pink Gyarados?

I'm assuming it's supposed to be a new Pokémon, but it looks an awful lot like Gyarados...
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  #365    
Old January 7th, 2010, 08:04 AM
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BlitŻ
guahh my dog is so cute
 
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Quote:
Originally Posted by Wichu View Post
Oh, and what's with the pink Gyarados?

I'm assuming it's supposed to be a new Pokémon, but it looks an awful lot like Gyarados...
We don't know yet, , we got permission to use some concept art from someone, but we haven't decided to use it as either a cooler shiny gyarados, or a new fakemon, although I'm voting for new shniy gyarados :d
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  #366    
Old January 7th, 2010, 10:47 AM
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i think the pokemon dimension hack shots look amazing, i wanna play it to see if it is actually any good. i think it will be immense. i say the same to sonce it seems to have a certain style. but i prefer many of the nintendo games in 2d. but they all look amazing.

i forgot to ask; do any of you give lessons and stuff you should all be making tutorials on how to make them look this good. and i am not just talking about you guys the malachite people and reysin city creators too...

Last edited by Apollo-player; January 7th, 2010 at 11:03 AM. Reason: Your double post has been automatically merged.
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  #367    
Old January 10th, 2010, 04:20 AM
MarkLegault
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Quote:
Originally Posted by <~F.M.P~> View Post
Very nice, Are the Trainers Bigger than the Houses though?
... Of course not
EDIT: Image removed, just takes up space

Last edited by MarkLegault; January 15th, 2010 at 11:06 PM.
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  #368    
Old January 10th, 2010, 04:56 AM
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Quote:
Originally Posted by BlitŻ View Post
How do you guys like this for a new project me and my friend are working on?


Who's your friend?
He's pretty damn awesome. xDD
You have scripted this nicely, kudos~
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  #369    
Old January 14th, 2010, 02:19 AM
MarkLegault
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Last edited by MarkLegault; January 16th, 2010 at 01:03 AM.
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  #370    
Old January 14th, 2010, 03:43 AM
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I'm not a fan of that at all.
It's way to plan. No detail.
You used only one texture the whole way through.
You should ad least at something to it, like have the stairs as stone blocks rather then sand.
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  #371    
Old January 14th, 2010, 04:10 AM
MarkLegault
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Quote:
Originally Posted by Neo-Dragon View Post
I'm not a fan of that at all.
Well I tried. Is it that bad?
Quote:
It's way to plan. No detail.
Yeah, can't think of anything...
Quote:
You used only one texture the whole way through.
Yup
But stairs aren't sand, they are 3d

Last edited by MarkLegault; January 17th, 2010 at 12:42 AM.
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  #372    
Old January 15th, 2010, 12:57 PM
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Fraot
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@MarkLegault

Hmmmph, I think you don't know the techniques of texturing a 3d model. Allow me to critic your work.
1.- The texture is plain, there're no either highlights or shadows. Even when your engine has lights projected on the model, you MUST as shadows to the texture. You can add a bit of variation on some floors or... whatever they're. Of course, the tiled texture helps you to save a lot of memory and it will be easier to preload and load the texture, but it will look plain if you don't do anything about it. For the stairs I strongly recommend you to make another texture.
2.- Try to use the same style of textures for everything. It will look prettier if you use a more... cartoon-ish texture on that pyramid. So, a texture made by your own hand WILL be better, otherwise, using those kind of textures, will make the game look annoying. It looks kinda realistic.
3.- About the point no.1: The shadows can be made on the lighting map(bakes) if you can't paint them by yourself. A very recommended way to do it, is to make a high-poly model and project the lights and shadows on the low-poly one, which is the one your use on the video game.

I don't know anything about the engine you're using... blender, but it's a 3d modeling program, so it must have the same options as 3DsMax. And with "options", I mean the maps you can use to make a good texture.
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  #373    
Old January 15th, 2010, 11:29 PM
MarkLegault
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Quote:
Originally Posted by Fraot View Post
Hmmmph
what that means?
Quote:
I think you don't know the techniques of texturing a 3d model.
Depends on what you mean by that
http://img32.imageshack.us/img32/3844/54433900.jpg
You have commented on my older pics with textured models and stuff, so...
Still, I'm always happy to learn new things.
Quote:
Of course, the tiled texture helps you to save a lot of memory
Yeah, thats the point
Quote:
For the stairs I strongly recommend you to make another texture.
Need more info...
Quote:
2.- Try to use the same style of textures for everything. It will look prettier if you use a more... cartoon-ish texture on that pyramid.
Meh, to me it is 'anime style'.
Quote:
So, a texture made by your own hand WILL be better, otherwise, using those kind of textures, will make the game look annoying. It looks kinda realistic.
Its funny you said that, I DID make it myself in GIMP
Quote:
3.- About the point no.1: The shadows can be made on the lighting map(bakes) if you can't paint them by yourself.
OK, I was thinking of realtime shadows. If you mean something like baked-in ambient occlusion map, I haven't tried that and don't know how it will look like with real shadows...
Quote:
I don't know anything about the engine you're using...
But you know it's Panda, right?

Last edited by MarkLegault; January 16th, 2010 at 04:02 AM.
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  #374    
Old January 16th, 2010, 05:09 PM
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Fraot
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Quote:
Originally Posted by MarkLegault View Post
what that means?
Depends on what you mean by that
http://img32.imageshack.us/img32/3844/54433900.jpg
You have commented on my older pics with textured models and stuff, so...
Still, I'm always happy to learn new things.
Yeah, thats the point
Need more info...
Meh, to me it is 'anime style'.
Its funny you said that, I DID make it myself in GIMP
OK, I was thinking of realtime shadows. If you mean something like baked-in ambient occlusion map, I haven't tried that and don't know how it will look like with real shadows...
But you know it's Panda, right?
Ok, firstly... "Hmmmph" means an expression of thinking about something.
About that texture, it's okay then, you made it yourself, you can learn new thing by doing and re-doing stuff.
I also thought about what you said: the real time shadows when I started on the 3d job, BUT, it will look too simple, well, more than simple, it will look like on real life. There's a term you must understand: Hyperrealism. That term is what makes the difference between the real life and videogames. When you stare into anything real, there're no painted shadows but the ones you can see with the light itself: like the sunlight, the electric light from your room, etc... and they look simple and sometimes plain. In video games, that stuff is different: the lights are not always moving, they're mostly static, so, if you put an object without the shadows painted on it, it will look ugly, the light is not enough for the object to look good, and the point is to make the objects to support the default shadows in order to look prettier than any real one. Notice the words "to look even better", not realistic. Another thing, but I don't think you're using this: the specular map, that's the one which gives the model a shiny effect. Check the pictures below, those are mine. The metal part of the mallet shines much more than the real one(the little picture with white background is the reference there, the real one). That's one of the points on hyperrealism: "Wow!! dude, that things looks cool!", when you see something real, you don't surprise all the time.
Attached Thumbnails
mallet.jpg‎   camara.jpg‎  
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  #375    
Old January 17th, 2010, 12:46 AM
MarkLegault
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Quote:
Originally Posted by Fraot View Post
In video games, that stuff is different: the lights are not always moving, they're mostly static
Yes, they are mostly static: in buildings, caves, even in many outdoor scenerys. I was thinking of something like this: http://www.youtube.com/watch?v=9zU12yLbPzE
Quote:
Another thing, but I don't think you're using this: the specular map, that's the one which gives the model a shiny effect.
Yeah, I'm not using a specular map, do I really need it here? Its all rock...
On the other hand I could try to make it less perfect and clean,add some grass.
BTW, nice models
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