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Your camera is nowhere near
Tuesday, January 10, 2012 - 14:19

Your camera is nowhere near isometric.

You've got the axes the wrong way around.

Try x of 60 degrees and z of 45 degrees.

Very nice. Much better than
Wednesday, January 4, 2012 - 22:19

Very nice. Much better than the original.

There is no art in just
Friday, December 16, 2011 - 16:01

There is no art in just rendering a 3d model. It is a purely technical exercise. A perfect task for any programmer who isn't excessively lazy.

It's concept art. Most in
Thursday, November 10, 2011 - 05:44

It's concept art. Most in-game art is based on concept art. This art is game-related.

It's a failed experiment
Wednesday, November 2, 2011 - 01:08

It's a failed experiment because the intent was for a clean and simple console platformer style (think Sonic or Mario) instead I got carried away with my usual process of premature colour consolidation and burying every available pixel in noise.

That is true to a degree.
Tuesday, November 1, 2011 - 18:13

That is true to a degree. Portraying a lot of detail in a very small space can be a challenge, but in general I would consider the increased labour of needing to fill four times the pixels to greatly outweigh this.

Former-human cyborg assasin.
Saturday, October 22, 2011 - 19:12

Former-human cyborg assasin.

Damnit! Screwy gif disposal
Tuesday, October 18, 2011 - 21:51

Damnit! Screwy gif disposal killed my edit of the jump (you'd think disposal would be a render time thing not a storage thing).

It's here anyway if you can extract anything from it.

But the bulk of what I did was lead with the elbows and bring the hands up and infront of the body.

The way he's currently flinging his arms out to the side looks rather effete.

Walk cycle looks great.

How do you figure low res is
Wednesday, September 14, 2011 - 20:23

How do you figure low res is limiting? A better fit for lower resolutions and can be scaled up for higher resolutions.

b)
Thursday, August 25, 2011 - 19:31

b)

You are only required to comply with one of the offered licenses.

However I would consider it good form for any derivative work to likewise offer all licensing options of the the derived from work where possible, as that will allow backporting of changes to the derived from work.

It may often not be possible, for example when combining with a second work which does not provide all of the licensing options of the first work.

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