I shall add: i'm speaking in general, i'm not thinking about anyone in particular, and my chain of thoughts and evaluation of consequences might very well be wrong, but i want to underline that i'm thinking about the well being and grouth of beginners.
Nonetheless... It makes little sense to publish 62/63 cels of an otherwise complete and self standing asset on a submission, and when is realized that the last piece is missing, put it in another submission, rather than adding it to the incomplete set and requesting a bump.
Perhaps there is a way to subdivide works into Splash, items, runtime, to suggest to young authors to keep their work together without hurting anyone's feelings.
I mean, A street light is an item, a trash bin is an item, a post-box is an item, and so on. together they are "runtime"
Maybe it is possible to suggest that a developer might not want to go to 1000 different pages to put together a couple backgrounds.
I mean, it is in the interest of the authors to nest their work.
A young author might think that by monopolizing the front page they'll take visibility, but in the long run developers will simply ignore the "latest art" to look for more accomplished (and usable) works, so in the end flooding the front page with trivial works will stun their growth.
As a self-imposed rule of the thumb i would suggest to young authors, for their own good in the long run that "if what you are going to put in the submission took you less than 2 hours, not including packing and semantics, then it is a sketch, Don't be afraid to publish it to ask constructive criticism, but keep in mind it's not what big boys (and girls) would call "production" "
I have in mind a beach-themed background with komato enjoying the day, sunbathing, hanging at the icecream shop, children building a sand castle, but everyone is wearing a komato devastator armor.
It looks fine.
As you already noticed, you could look up for tutorials about
" UV mapping "
Even if those surfaces were exactly what you wanted, UV mapping might be necessary to directly export the .blend file into another format for some other posing program or game development environment.
Of course, whoever is able to bend those bow via lattice or skeleton or skin can add them themselves, and i guess the same is true for who wants to render them to create icons.
That example deserves a seventh Nobel Price, AutumDeluge. :|
I shall add: i'm speaking in general, i'm not thinking about anyone in particular, and my chain of thoughts and evaluation of consequences might very well be wrong, but i want to underline that i'm thinking about the well being and grouth of beginners.
Nonetheless... It makes little sense to publish 62/63 cels of an otherwise complete and self standing asset on a submission, and when is realized that the last piece is missing, put it in another submission, rather than adding it to the incomplete set and requesting a bump.
Perhaps there is a way to subdivide works into Splash, items, runtime, to suggest to young authors to keep their work together without hurting anyone's feelings.
I mean, A street light is an item, a trash bin is an item, a post-box is an item, and so on. together they are "runtime"
Maybe it is possible to suggest that a developer might not want to go to 1000 different pages to put together a couple backgrounds.
I mean, it is in the interest of the authors to nest their work.
A young author might think that by monopolizing the front page they'll take visibility, but in the long run developers will simply ignore the "latest art" to look for more accomplished (and usable) works, so in the end flooding the front page with trivial works will stun their growth.
As a self-imposed rule of the thumb i would suggest to young authors, for their own good in the long run that "if what you are going to put in the submission took you less than 2 hours, not including packing and semantics, then it is a sketch, Don't be afraid to publish it to ask constructive criticism, but keep in mind it's not what big boys (and girls) would call "production" "
I have in mind a beach-themed background with komato enjoying the day, sunbathing, hanging at the icecream shop, children building a sand castle, but everyone is wearing a komato devastator armor.
On Aseprite the "rot-sprite" algorithm is very similar to "eagle eye engine", plus it is possible to cut some edges with the filter "despeckle"
That's exactly what a cow's friendly-swift-kick feels like.
Sorry for doing all the talking... Looks like i've hit some limit.
So this class off komato ranks will be divided in 2 submissions.
The good news is: it is the heaviest class.
I don't feel like dividing into guys and dolls, so i'll go with "1 to 28/38" and "29 to 38/38"
It looks fine.
As you already noticed, you could look up for tutorials about
" UV mapping "
Even if those surfaces were exactly what you wanted, UV mapping might be necessary to directly export the .blend file into another format for some other posing program or game development environment.
Amazingly clean!
Perhaps 18 triangles wouldn't weight too much.
Of course, whoever is able to bend those bow via lattice or skeleton or skin can add them themselves, and i guess the same is true for who wants to render them to create icons.
Pages