
Blox wrote:Trust me when I say that it's the best way of doing it.
Marnetmar wrote:It looks terrible ingame. TERRIBLE.
Blox wrote:I agree it can look better, but I can tell you out of experience that doing 50+ of such images for every monster is not a task most will get through. (I certainly haven't, oh noes!)
Unless they don't know the state called "laziness", bless those people. (i r jelly)
Blox wrote:Marnetmar wrote:It looks terrible ingame. TERRIBLE.
[img]quotin%20images[/img]
This is TERRIBLE? o_O
Paul wrote:Blox wrote:Marnetmar wrote:It looks terrible ingame. TERRIBLE.
[img]quotin%20images[/img]
This is TERRIBLE? o_O
Might & Magic 7+8 pretty cool games.
I would say the best way to get a result would be this:
Base all sprites for the project on 3d models. Use the models as a base to keep consistency between frames, use freehand for small details. That way, the "light angle" can remain consistent, you can consider making all new middle frames, and you can spend far less time in "free-hand" drawing. Most importantly though, you can keep the "freehand detailing" with a model base to save time and effort, as well as make project easier to spread work out between participants.
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