Julius, is it possible to somehow connect the control and deform armatures in edit mode? I mean, for reflecting the change of a bone in edit mode in one armature to the other one.
That is because an armature never exactly fits a model. When using your armature with another model, I need to move the bones around a bit. The problem is that in order to use it right, I'd have to move the bones exactly the same in both armatures, which is a near-impossible task!
I too think an open, lossless format is enough. We devs can just convert to what we need, there are just so many formats out there, it's too much for the artist to save his work as all those formats!
So my opinion is that .blend, .png, .wav/.flac is more than enough for us devs to work with. I agree with nander: if we can program a game, we should be able to figure out how to convert between formats.
We should not add more burden on the artist, it's already a big enough burden to create the art in the first place ;-)
If you make a gif out of it you need to make it smaller. I have a fast internet connection, but it still takes a few seconds to fully load the banner, which is bad. I can't imagine how long it will be when it's animated. Also, for slower connections than mine it will be terrible. You could say that there is no need to wait for the banner, but as p0ss says, it's the biggest thing one sees and I expected there to be navigation links or something important, so I waited and was deceived :)
But besides that, the idea seems to fit your theme. But if you need so much space, maybe rather use that as a (skippable) intro in the game? Then you have no worries about the size/lenght.
I guess it will be useful for reviewers if get a list of checkboxes on reasons why the art is considered WIP, along with a comment field. The reason is that a few reasons (per art type) are applicable to a lot of "WIP" art, and in case the reviewer is bored to write the same reason yet again, he might appear rude to the artist, which won't happen with checkboxes.
Dunno if I already suggested that to you or not, but you might want to look into "opensuse build service", they make binaries out of your sourcecode not only for opensuse but also for other distros.
Exporting 3D models is not an easy task, because exporters only support feature X, while modelers prefer to achieve the same goal by using features Y and Z. It's always a hassle and it never worked right away for me either, as soon as textures, bones and animations came into play. I guess the ones that work right away are the ones that the creator has himself exported and used in a game.
Julius, is it possible to somehow connect the control and deform armatures in edit mode? I mean, for reflecting the change of a bone in edit mode in one armature to the other one.
That is because an armature never exactly fits a model. When using your armature with another model, I need to move the bones around a bit. The problem is that in order to use it right, I'd have to move the bones exactly the same in both armatures, which is a near-impossible task!
Any ideas?
I too think an open, lossless format is enough. We devs can just convert to what we need, there are just so many formats out there, it's too much for the artist to save his work as all those formats!
So my opinion is that .blend, .png, .wav/.flac is more than enough for us devs to work with. I agree with nander: if we can program a game, we should be able to figure out how to convert between formats.
We should not add more burden on the artist, it's already a big enough burden to create the art in the first place ;-)
maybe the following help?
http://opengameart.org/content/nude-male-skin-for-pfunkeds-base-human-mo...
http://opengameart.org/content/70-male-head-textures-ufoai
http://opengameart.org/content/ufoai-human-civilian-skin-pack
If you make a gif out of it you need to make it smaller. I have a fast internet connection, but it still takes a few seconds to fully load the banner, which is bad. I can't imagine how long it will be when it's animated. Also, for slower connections than mine it will be terrible. You could say that there is no need to wait for the banner, but as p0ss says, it's the biggest thing one sees and I expected there to be navigation links or something important, so I waited and was deceived :)
But besides that, the idea seems to fit your theme. But if you need so much space, maybe rather use that as a (skippable) intro in the game? Then you have no worries about the size/lenght.
I guess it will be useful for reviewers if get a list of checkboxes on reasons why the art is considered WIP, along with a comment field. The reason is that a few reasons (per art type) are applicable to a lot of "WIP" art, and in case the reviewer is bored to write the same reason yet again, he might appear rude to the artist, which won't happen with checkboxes.
Am I making any sense?
This is a great post with a very good description, thanks a bunch! (not using them yet, but bookmarking for "later")
Dunno if I already suggested that to you or not, but you might want to look into "opensuse build service", they make binaries out of your sourcecode not only for opensuse but also for other distros.
nice!
wow, terrific icons :D They really make me wanna speed up development to use them! I love how you give three levels to each spells, very useful!
Exporting 3D models is not an easy task, because exporters only support feature X, while modelers prefer to achieve the same goal by using features Y and Z. It's always a hassle and it never worked right away for me either, as soon as textures, bones and animations came into play. I guess the ones that work right away are the ones that the creator has himself exported and used in a game.
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