2DArtist Issue 57 September 2010 issue 57


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Quote from: onpon4 on September 27, , am. The problem with just rotation is the lighting angle.

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Quote from: Alvarin on September 27, , pm. Quote from: Angelfish on September 27, , am. The timewarp graphics are suitable enough for everything you want in ship sprites and more :. Quote from: Angelfish on September 27, , pm. Quote from: Draxas on September 27, , pm. I actually think there will be scope for anyone with some decent photoshop skills to help out.

I'll be putting my hand up to help at some point. I think its a great project and I'm surprised noone's bothered before. Quote from: onpon4 on September 27, , pm. Quote from: Cedric on September 27, , pm. Ah but its not deep space. Combat occurs around a planet, which is presumably orbiting a star, which is a presumably a light source. It makes totally sense of the shading to come from the same direction on all objects in the arena.

Quote from: dczanik on September 27, , am. A lot of folks don't like the fact that SC3 graphics were used by the Timewarp crew on a number of those ships. While using them might save time, it may not be the best option, but that's dczanik's call.


  • Issue 59 - November 2010.
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  • Topics in Algebraic and Noncommutative Geometry: Proceedings in Memory of Ruth Michler!
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  • 2DArtist Issue 57 September 2010 issue 57;

Right, I already thought that weren't the SC3 ships in timewarp ;. Don't bullshit us, Draxas :D.

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The chmmr model is one of the first made back in the day by Tsing, by the way :D. I could have sworn they looked the same. Ah well, sorry. That aside, I can't say I'm particularly fond of quite a few of the Timewarp models either. Because there were so many different artists on the project, there's no cohesion to the look of the ships either; while a lot of the SC3 models don't stay true to the source and some of them look quite terrible , they do at least look internally consistent with their art style.

Quote from: Draxas on September 28, , pm. I just thought of another possibility: Those models date back to really early, as much as or something With the current software and high-end systems renderings could be substantially improved ofcourse ;. Well, given the skills I have in 3D, I think I can actually make some better 3D Models, and make them in higher quality too. Timewarp, and SC3 stuff looks good, but show their age by today's standards.

And I always thought Timewarp veered off the original too much in the Kohr-Ah ship design. For those with 4 minutes to kill, here's a video of a 3D sculpt I made.

VAMPIRELLA ISSUE # 57 (1977) COMIC MAGAZINE REVIEW

So you can see, I can do 3D too! Let people add an override text file, that allows the game to use a custom directory for ships. Obviously for fairness, this file would be disabled for online play. There's a lot of artists like myself who would love to add some of their art to the game, but the work involved to add a custom ship, and share it with people is just too much.

And, it would be fun to do things like replace the Earthling Starship with the Enterprise. Now, I must admit to not being that into all that 3d stuff, but as far as I know 3d sculpting is pretty different from regular 3d modelling. For one, the amount of polygons your model will end up with is enormous, and due to the way these models are made it's insanely difficult to "get rid" of the excess polygons. On the other hand, making organic shapes life forms becomes a lot easier than when using regular 3d modelling..

Dragon has made some pretty models for the SC1 ships, and about half of the SC2 ships as well, although I still haven't managed to get the SC2 models up. Well, polygons are not an issue.

It's rendered as a 2D Sprite. I'm not going to use Mudbox to sculpt an Earthling Cruiser. But, I'll probably use it for the Mycon ship. The best tool for the job. I was just demonstrating I can do 3D stuff too. You want other 3D examples but made in 3D Studio? The Spathi Eluder? It's spheres and some cylinders. Ah, right. I should've checked the other videos on your youtubes. My bad. Quote from: dczanik on September 29, , pm. Quote from: Angelfish on September 29, , pm. I'm actually surprised cedric got as far as he did without getting stuck, because so awfully much has to be done in so much lines of code.

Even getting the animations running properly is done half in code, half in some ANI file, and ofcourse the actual images ;. This is the only way in which the unique feel of SC2 can be achieved, but I'd like to see these animations become a bit more artist-friendly so you can edit these with an editor rather than having to go into code and textfiles.

Quote from: Lukipela on September 29, , pm. In regards to the HD work, i'm not quite sure if these look better than the models already created for Timewarp. Your models did inspire me to work on my Mycon Podship last night. So the more models, the merrier!

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Another nitpick: The little red sliders on the command console in the VUX comm screen look a little Other than that, superb! The Podship model is especially good, especially for a WIP. Like a cross between a beaten planet and the Death Star. Can't wait to see what the texture will look like when it's finished.

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Regarding the Mycon Podship, "Amazing! They will suffice for the moment, I'm sure Lack of updates from me on the HD project. For that I'm sorry.

But I haven't stopped working. Comm Screens status: 24 Comm pics. Released comm pics: 1. Arilou Coming Soon. Commander Hayes Soon. Dynarri Talking Pet Soon. Druuge not yet, Possibly a modified version of this pic.

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Melnorme soon. Orz soon. Pkunk Not Yet. Spathi - Safe Ones not yet. Shofixiti soon Slylandro Probe soon. Slylandro Aliens soon. Syreen soon. Thraddash soon. Umgah not yet. Ur-Quan is amazing! I mean, they all look good, but Ur-Quan stands out in particular.

It's one of my personal favorites. It looks really neat animated, and in-game too. In case anybody is wondering, as far as release dates are concerned I'd like to have the game available by the end of the year. I could release something everybody could play with sooner but that's going to require some help. We've got the game running at 4 times the original resolution. But now there's a bunch of small and easy? But I've got a ton of work just doing the art assets.

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So if any programmers would like to help, let me know. Quote from: dczanik on July 11, , am. Nothing terribly difficult. It's currently based on the 6. I haven't had a chance to see the differences yet between 6. Quote from: onpon4 on July 11, , pm.

2DArtist Issue 57 September 2010  issue 57 2DArtist Issue 57 September 2010 issue 57
2DArtist Issue 57 September 2010  issue 57 2DArtist Issue 57 September 2010 issue 57
2DArtist Issue 57 September 2010  issue 57 2DArtist Issue 57 September 2010 issue 57
2DArtist Issue 57 September 2010  issue 57 2DArtist Issue 57 September 2010 issue 57
2DArtist Issue 57 September 2010  issue 57 2DArtist Issue 57 September 2010 issue 57
2DArtist Issue 57 September 2010  issue 57 2DArtist Issue 57 September 2010 issue 57
2DArtist Issue 57 September 2010  issue 57 2DArtist Issue 57 September 2010 issue 57
2DArtist Issue 57 September 2010  issue 57 2DArtist Issue 57 September 2010 issue 57

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