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It's looking very nice indeed
Wednesday, February 1, 2012 - 18:15

It's looking very nice indeed!

Heh.  A single render with
Saturday, January 28, 2012 - 23:38

Heh.  A single render with perfect tilesheet as outcome would be too fabulous.  Thanks for describing your experiences with going 3D -> sprites - I'll play with them some more.

About the entire scene render
Thursday, January 26, 2012 - 19:01

About the entire scene render: I must be missing something.  Assume I have a fully put together room (say, spanning 10 tiles wide), a camera set for the isometric, and I also have a previously rendered tile at my disposal.  What happen if I render the room at several fold resolution (so 2000x1000 instead of the 640x320 that I need), then shrink the image to match the previously rendered tile?  Wouldn't that allow me to cleanly cut out 64 x 32(n) pieces?

(The reason I'm asking about this is that I have a hard time visualizing the pieces in isolation, the way you and Lamoot handled the house/bridge.)

About the OGA/JRPG style - fiddling with it a little more, I'm convinced that for the most part it's just stitching together of separately rendered top (orthographic) and side (ortho) views, such that they fit a square tile.  There are some irregularities (e.g., trees merging into forests, archs), but those have no uniform solution.  In any case, I'm quite certain that at least a manual stitching step is required.

Congratulations!
Sunday, January 22, 2012 - 00:50

Congratulations!

Hmm... I saw this thread only
Saturday, January 21, 2012 - 01:09

Hmm... I saw this thread only now.  (As a general critique, I find there to be waaaay too many empty subforums on OGA)  A community tileset is a good idea, and when I have extra zots available we'll see what can be done :)

My entry... a generic cut
Tuesday, January 10, 2012 - 19:16

My entry... a generic cut-scene of a snowy tower, in the right aspect ratio for Wesnoth.  Was going to sprite it up, but I've since learnt that drawing sprites is hard :P  I might yet try some other wizardry to get it sprited.

Second entry... another cutscene.  Looks like aspect ratio of story art for Wesnoth is a mix bag...

Hi Johann - the tutorial is
Tuesday, January 10, 2012 - 18:23

Hi Johann - the tutorial is great.  How come you advocate having shape/fill on different objects?  Doesn't that make it difficult to make edits?  (you'd then need to make edits on multiple copies)

Wow.  This is gorgeous.
Monday, January 9, 2012 - 03:55

Wow.  This is gorgeous.

The painting'esque one is in
Sunday, January 8, 2012 - 21:02

The painting'esque one is in Photoshop CS5.  The vector one is Illustrator.  I'm trying to figure out a way to generate "generic" story-art for Wesnoth... something that I can bang out once-an-hour (preferably twice, haha).

Sharm:  It's nice.  A quick
Wednesday, January 4, 2012 - 06:47

Sharm:  It's nice.  A quick note (haha, while being stuck on what I want to make!)  Ice and snow are usually blue in the shadows instead of gray as in the picture - I think it'll add a great deal of atmosphere colorizing that in.

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