<!--quoteo(post=296702:date=Apr 2 2009, 08:23 PM:name=TyrantWave)--><div class='quotetop'>QUOTE (TyrantWave @ Apr 2 2009, 08:23 PM) First frame looks pretty good IMO, but the rest are... not.[/quote]Quoting Cornet on the Twisted Loop, I pass on the Signpost comment which at the moment suffers from being a bit bland in shading, therefore clashing too much! What I'd like to see is a shading (& shaping) more like this: Other than that, give it some fit!
I know this is still pretty early on, but I figured I'd post this to show that Vincent's tip is excellent (and to prove that I am working on it :P). Also, I was wondering if I should maybe try and make the edges beveled. They look like they're somewhat soft. Anyways, I hope I can get this looking great by the time I'm done with it. Before Vince pointed out how to use the live paint tool I was trying to make a checkered pattern with the rectangle button and then deforming it to match up, but that wasn't working out so well. I'm gonna start working on aligning the pattern towards the top of the loop since they don't match up with the original side pattern up there at the moment. EDIT: Disregard the above image, this is the base shape.
Good start! ^^ The first thing to fix, is to align the "leading lines" to have squares correct in perspective, therefore reducing the notable difference of size for each block. Secondly the top of the twisted loop, is too squared while it should be naturally more curved.
No. I rendered it to see how the signpost would look, but as I expected there's no way to do a 3D render that's both consistent, has possible lighting (Ie, don't have to change the light source in each frame), and is also true to the original sprite. Mainly because of the shading, and the signpost changing size. Vectoring it would solve all of these problems.
Yeah, I noticed that the top looked kinda sharp as well, and I know I'm going to be tweaking the "leading lines" more because I obsess over things. I still need to decide on what I want to do the shading like.
So I've started working on the explosions that come with boss battles, however, I'm still searching a good way to do the red-orangy thing. This is way different from the small explosions which were basicly smoke. I thought I'd give you some progress.
<!--quoteo(post=297341:date=Apr 4 2009, 03:50 PM:name=test-object)--><div class='quotetop'>QUOTE (test-object @ Apr 4 2009, 03:50 PM) So I've started working on the explosions that come with boss battles, however, I'm still searching a good way to do the red-orangy thing. This is way different from the small explosions which were basicly smoke. I thought I'd give you some progress.[/quote] That's awesome so far! Great work!
I think we should use a 2D vector sign post for the static frame but use CG for the spin to make it smoother.
<!--quoteo(post=297341:date=Apr 4 2009, 08:50 AM:name=test-object)--><div class='quotetop'>QUOTE (test-object @ Apr 4 2009, 08:50 AM) So I've started working on the explosions that come with boss battles, however, I'm still searching a good way to do the red-orangy thing. This is way different from the small explosions which were basicly smoke. I thought I'd give you some progress.[/quote] Play with that alpha channels too. Not just a basic remaster.
<!--quoteo(post=297408:date=Apr 4 2009, 01:20 PM:name=Phos)--><div class='quotetop'>QUOTE (Phos @ Apr 4 2009, 01:20 PM)
Alright, I've been tweaking this thing again and I decided to throw a few pieces of it together to see how it fit, and it didn't.... So I went back and messed with it again, and now it's pretty close to lining up along the edges. Just thought I'd post it to see what people have to say. Haven't worked on any shading yet, though.
<!--quoteo(post=297431:date=Apr 4 2009, 03:10 PM:name=Gambit)--><div class='quotetop'>QUOTE (Gambit @ Apr 4 2009, 03:10 PM) [/quote] May I be the first to say: Awesomesauce.
Awesome indeed Gambit! Still, shape presents some errors I've marked in green. -From left to right: *The block is way too wide *The leading lines angle change is too sudden, and in that particular spot results into a broken square *The transition should be softer
It's pretty simple to make a model that actually looks like the vector art. It's a pretty simple object.