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Nash wrote:The problem with LWM's rendered sprites is that they were modelled in such a way that you can see the seams between the limbs. What she did was she just put together a bunch of primitives on top of each other. This makes the models look kind of amateur-ish. :/
I don't blame her though because DOGA's modelling tools are very limited, the last time I tried it. Back then she pointed to a link to the exact version she used for her models and I wasn't impressed with the program.
She could have used box modelling techniques or better yet, sub division modelling. There's a freeware modelling tool that can do all that called Anim8or and some of the models that were made in Anim8or are breath-taking.
Nash wrote:nmn - werd up yo, sup homie
Anyway, back on topic - for people that DO use pre-rendered models for their sprites, the idea of "damage skins" are somewhat possible, but the problem with A_JumpIfHealthLower is that you probably won't have enough frames to put the damaged skins. You only have 26 frames after all.
Nash wrote:Which really sucks because I've been toying around with pre-rendered models and it's such a shame that I can only make 4-frame walk animations. Imagine how much better the game will look with characters that have 32-frame walk animations...
Nash wrote:And before someone says, "3-d models sux0rz, pixel art 4eva" - yes, I do agree too, I myself prefer spriting to modelling (still new to this modelling stuff), but it gets VERY tiring when I have to sprite 8 direction sprites. Not to mention that it's hard to get them perspectively correct. I love spriting side-scrolling platform game sprites though.I wonder how did they manage to make damn smooth sprites with the Metal Slug games though. o_O
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