I don't have big plans. The next thing I was gonna do was before eaten/after eaten set: apple and apple core, banana and posable peel, and fish then fish-head and bones.
There's an endless amount of food that can be created, so feel free to jump in. If we get duplicates of a certain food that's a good thing.
I tested a full sprite sheet with Gauss vs. Mitch vs. CatRom and Catmull-Rom definitely works best for the output I need. Thanks for the tip! I updated my Skeleton uploads here with the new versions.
Yes, well... I'm not really trying to attract contributors, as I can do 80% of it myself. I'll hire for the last 20% which is background music (already done by remaxim), some concept art, and sound effects.
So I'd rather people see it once it's fun to play, y'know.
His zombie limping walk is far too slow for an action RPG. I tested in my game engine at the movement speed I wanted and he was gliding along the ground :)
I will probably keep the limp in the .blend file but add a new animation and update this asset. I'm also thinking of adding an "emerge from the dirt" animation.
Thanks Grandmaster B. I'm a bit embarrassed to post some of these because they have concessions not usually made for 3D games (e.g. manifold meshes and UV mapping).
My RPG is a very dark Diablo style game and I'm not (currently) using dynamic lighting, so that's why my renders are so dark. Your mod is a great neutral-lighting version. I should probably make and post my models that way and then darken them just for my own game.
I may use the same basic technique to create lots of ground effects for spell casting in my game. To create more of these I can just edit the rune mesh to a new style and color and re-render.
When you posted the first of these my initial reaction was "wow very neat, but it'll be hard to match that style". Little did I know you have a graphic for EVERYTHING already! I'm very impressed with this collection.
I don't have big plans. The next thing I was gonna do was before eaten/after eaten set: apple and apple core, banana and posable peel, and fish then fish-head and bones.
There's an endless amount of food that can be created, so feel free to jump in. If we get duplicates of a certain food that's a good thing.
I tested a full sprite sheet with Gauss vs. Mitch vs. CatRom and Catmull-Rom definitely works best for the output I need. Thanks for the tip! I updated my Skeleton uploads here with the new versions.
Yes, well... I'm not really trying to attract contributors, as I can do 80% of it myself. I'll hire for the last 20% which is background music (already done by remaxim), some concept art, and sound effects.
So I'd rather people see it once it's fun to play, y'know.
Love it.
Ah, I never paid attention to the AA filter settings. Gauss was on my default scene and I never touched it.
I'll do this before too long. I didn't want to draw too much attention to it while it's still so early alpha.
His zombie limping walk is far too slow for an action RPG. I tested in my game engine at the movement speed I wanted and he was gliding along the ground :)
I will probably keep the limp in the .blend file but add a new animation and update this asset. I'm also thinking of adding an "emerge from the dirt" animation.
Thanks Grandmaster B. I'm a bit embarrassed to post some of these because they have concessions not usually made for 3D games (e.g. manifold meshes and UV mapping).
My RPG is a very dark Diablo style game and I'm not (currently) using dynamic lighting, so that's why my renders are so dark. Your mod is a great neutral-lighting version. I should probably make and post my models that way and then darken them just for my own game.
I may use the same basic technique to create lots of ground effects for spell casting in my game. To create more of these I can just edit the rune mesh to a new style and color and re-render.
Excellent work!
When you posted the first of these my initial reaction was "wow very neat, but it'll be hard to match that style". Little did I know you have a graphic for EVERYTHING already! I'm very impressed with this collection.
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