I uploaded a bundle, the wav files got too large to share it all in a .zip file.
To provide new content, this one features the .wav files for higher quality, a mashup for preview purposes, and a few tracks where the main part repeats.
The orchestral parts are a mix of Sampletank/Philharmonik, The free Spitfire libraries, the FL Cloud orchestral libraries (I think it's UVI). I think I might have subscribed to EastWest Cloud at the time as well.
Very little of the stuff I released have long buildups. I purposefully make short works and melodic sketches since I've heard that game music usually ranges between 30 seconds to 2 minutes.
It's also great for me to work that way since I find the best way to be productive is to make a lot of simple and short work instead of being ambitious about a single piece.
I'm also thinking about making some 1-4 bar stabs and cadences as "sound effects". By the way, what do you call those things, you know, those short musical themes/motifs that might show up at certain events in the game, such as when Link opens a treasure chest or Mario finishes a level? A quick search says "dynamic music", but that sounds more like a general term for the style of music and not the theme itself.
If you think Blender is too complex, you should learn to draw it by hand first, and then learn how to input that into another graphics program, my personal favorite is Affinity Designer since they have a pretty great isometric grid function.
They're up on Spotify and a bunch of other streaming services, so if people want to listen to it in order, you can just search for the album there.
I uploaded a bundle, the wav files got too large to share it all in a .zip file.
To provide new content, this one features the .wav files for higher quality, a mashup for preview purposes, and a few tracks where the main part repeats.
https://opengameart.org/content/the-nine-lives-of-er-the-cat-full-soundt...
FL Studio
The orchestral parts are a mix of Sampletank/Philharmonik, The free Spitfire libraries, the FL Cloud orchestral libraries (I think it's UVI).
I think I might have subscribed to EastWest Cloud at the time as well.
Very little of the stuff I released have long buildups. I purposefully make short works and melodic sketches since I've heard that game music usually ranges between 30 seconds to 2 minutes.
It's also great for me to work that way since I find the best way to be productive is to make a lot of simple and short work instead of being ambitious about a single piece.
I'm also thinking about making some 1-4 bar stabs and cadences as "sound effects". By the way, what do you call those things, you know, those short musical themes/motifs that might show up at certain events in the game, such as when Link opens a treasure chest or Mario finishes a level? A quick search says "dynamic music", but that sounds more like a general term for the style of music and not the theme itself.
You don't need Blender to do isometric illustration.
Isometric is one of the simplest graphic projection techniques. You can do it by hand, in which case an isometric grid paper can be helpful.
You can draw it in a raster editor or a vector graphics program.
You only need to understand how perspective drawing works:
Here's a tutorial I found on the subject:
http://web.mit.edu/16.810/www/Isometric%20Drawing.pdf
If you think Blender is too complex, you should learn to draw it by hand first, and then learn how to input that into another graphics program, my personal favorite is Affinity Designer since they have a pretty great isometric grid function.