@Danimal: Thank you for the hints, they surely were helpful.
@WithinAmnesia: Converting the sprites to Flare shouldn't be a problem at all. Flexible objects like clothes or armor are a little more difficult than non-flexible objects like weapons, which can be weighted to a single bone in the armature.
I actually rendered a random sword for Flare, see attachment of the original post. I wasn't sure about the sprite sheet settings though, because Blender's output are separate pictures.
But I'm not happy with the results or the animations in general: Eventhough the Flare character sprites are awesome, no doubt about that, I don't understand why the original creator went for animations with so few frames (melee swing has only 4!). If I had enough time and motivation, I would like to remake the whole character including all the gear with more frames than that. This is very important for cloth animations (see white mage casting in the attachment) or rigid body animations (see flail swing), but also particle simulations like the fire spell (which I was forced to animate with only 8 frames and it doesn't really look good).
I also was forced to render everything with hard alpha around the edges, because the game I made them for uses the bmp format which doesn't support transparency. (The pngs had to be converted to bmp)
In the submission I posted, most of the animations have 8-12 frames, which I wasn't happy about either. But there were limits for the (very old) game engine I created these sprites for / toolsets to convert them. Also the rendering size of 148x130 is somewhat limited, because it doesn't allow the use of big weapons like halbers or pikes, or for example riding animations.
Fact is, I am done with my project and am looking for something new. As of now I'm trying to create a tileset for Godot and see further after that, because I haven't created tile sets before and so far only am experienced in character / gear animation, but it shouldn't be a big problem at all.
In the other post you asked if I have a website with my work. Sadly, I didn't update my deviant art page for years, but I've worked on a few projects, and here are some random images of my work:
Back in 2019 when I started this project with 0 knowledge I stumbled upon some 3D files from Flare. Those helped me a lot to understand the basics.
Yes, I do have all the 3D files still, they even use a very similar setup as the Flare assets and it should be easy to render them for Flare (just time consuming).
Now I just found the Flare github with the Blender files. Do you know who I could work with to try out some items? I'd like to see how these models do in Flare, then maybe take it further.
@MedicineStorm, thank you for the replies and the clarifications. :)
Most of the items are as generic as they can get.
But there are a few characters that are kind of unique and not seen in the other games, for example the leader of the mentioned "Sha'ahoul" race who is called "Mithras" (or rather his items that can be combined with the basehuman sprites to look like him), which I will not release. Attached you will find the journal entry from the game with concept art of the said character, also the original game sprite of him and the new sprite that I created.
Otherwise, the invading "Sha'ahoul" can't really be trademarked I guess except their race name, since they are a mixed race of generic barbarians and orcs.
Also, there are a few tabards and shields with the flags / coat of arms of the native kingdoms from the game, which I will not release either. 2 examples attached (Avalon, Eleythea).
But the generic steel breastplate or tunic and whatnot can't be trademarked I guess, and that's what I will release.
If you started from zero, the copyrights all belong to you. You may license them however you wish, including "explictly releasing them under one of the available licenses"
Sorry for the silly question, but how do I license them?
Hey guys
Thanks for all the posts and the feedback.
Sadly I don't have time to work on the female version and not sure if I will do that in the near future.
If your work really depends on it, message me in private with the details about your project and maybe some screenshots. I might change my mind.
BR,
Sky
@WithinAmnesia: I'll have to look into how the Flare animations work and run some tests once I get some spare time. Then I will report back. :)
Yes, I have the files (they are .blend), but don't feel comfortable releasing those.
Hey Danimal, thank you again for the help. I'll try it out as soon as I can. :)
@Julius: I still have the Blender files of course, but I don't feel comfortable releasing them.
@Danimal: Thank you for the hints, they surely were helpful.
@WithinAmnesia: Converting the sprites to Flare shouldn't be a problem at all. Flexible objects like clothes or armor are a little more difficult than non-flexible objects like weapons, which can be weighted to a single bone in the armature.
I actually rendered a random sword for Flare, see attachment of the original post. I wasn't sure about the sprite sheet settings though, because Blender's output are separate pictures.
But I'm not happy with the results or the animations in general:
Eventhough the Flare character sprites are awesome, no doubt about that, I don't understand why the original creator went for animations with so few frames (melee swing has only 4!). If I had enough time and motivation, I would like to remake the whole character including all the gear with more frames than that. This is very important for cloth animations (see white mage casting in the attachment) or rigid body animations (see flail swing), but also particle simulations like the fire spell (which I was forced to animate with only 8 frames and it doesn't really look good).
I also was forced to render everything with hard alpha around the edges, because the game I made them for uses the bmp format which doesn't support transparency. (The pngs had to be converted to bmp)
In the submission I posted, most of the animations have 8-12 frames, which I wasn't happy about either. But there were limits for the (very old) game engine I created these sprites for / toolsets to convert them. Also the rendering size of 148x130 is somewhat limited, because it doesn't allow the use of big weapons like halbers or pikes, or for example riding animations.
Fact is, I am done with my project and am looking for something new. As of now I'm trying to create a tileset for Godot and see further after that, because I haven't created tile sets before and so far only am experienced in character / gear animation, but it shouldn't be a big problem at all.
In the other post you asked if I have a website with my work. Sadly, I didn't update my deviant art page for years, but I've worked on a few projects, and here are some random images of my work:
- https://media.moddb.com/cache/images/games/1/26/25337/thumb_620x2000/Alt...
- Here I just started with concept art: https://www.deviantart.com/cliroj and also https://media.moddb.com/cache/images/games/1/26/25337/thumb_620x2000/The...
I also do digital sculpting and 3D print my stuff. I started 3D modeling / animating stuff myself just recently (2019).
Sorry for the long post. :D
Cheers,
Skyzor
It works, but I'm not sure about the sprite sheet settings that were used, so I improvised.
Back in 2019 when I started this project with 0 knowledge I stumbled upon some 3D files from Flare. Those helped me a lot to understand the basics.
Yes, I do have all the 3D files still, they even use a very similar setup as the Flare assets and it should be easy to render them for Flare (just time consuming).
Now I just found the Flare github with the Blender files. Do you know who I could work with to try out some items? I'd like to see how these models do in Flare, then maybe take it further.
Not really. Maybe in future and if there is a high interest.
Oh, thanks. I will edit it.
MedicineStorm, I wanted to thank you for the help. :)
I just created the submission. Hopefully someone can use them: https://opengameart.org/content/isometric-basehumanmale-with-400-items
Cheers,
Skyz0r
@MedicineStorm, thank you for the replies and the clarifications. :)
Most of the items are as generic as they can get.
But there are a few characters that are kind of unique and not seen in the other games, for example the leader of the mentioned "Sha'ahoul" race who is called "Mithras" (or rather his items that can be combined with the basehuman sprites to look like him), which I will not release. Attached you will find the journal entry from the game with concept art of the said character, also the original game sprite of him and the new sprite that I created.
Otherwise, the invading "Sha'ahoul" can't really be trademarked I guess except their race name, since they are a mixed race of generic barbarians and orcs.
Also, there are a few tabards and shields with the flags / coat of arms of the native kingdoms from the game, which I will not release either. 2 examples attached (Avalon, Eleythea).
But the generic steel breastplate or tunic and whatnot can't be trademarked I guess, and that's what I will release.
Sorry for the silly question, but how do I license them?
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