iLikeTheUDK wrote:I think there really should be a use of physics simulation. Try to make several parts use softbody, and use liquid particle simulation for the blood. Then render the whole thing as video at about 3-10 frames per second, converting each frame in the resulting video into a picture.
As for the alias at the edges of the sprites, you should either use an anti-aliasing filter or do it the good old way - Pixel-level Editing! Long, but still kinda fun. Also, the mask color for most sprites would rather be either dark pink (as in Doom and Wolf3D) or light blue/cyan (as in Heretic and HeXen).
Soft-Body and particle simulation is too much for me. I know a little bit about working with particles, but not much and that was years ago. I do consider myself a generalist when it comes to digital art, but I lean heavily towards the artistic side of the things rather than the technical. When it comes to 3d, I'm more a digital sculptor than anything else.
I have plenty of tricks up my sleeve, though. Half the reason ZBrush is my favored software is because it provides so many awesome workarounds. For instance, I can emulate a particle effect by sculpting a shape similar to a particle container, grow a bunch of custom fibers on it, make the shape invisible, and I end up with something very similar to a particle effect.
Rendering is the one part of 3d where there's just no way around the technical stuff. There's several dozen variables and you have to know exactly what each of them means, how they all work together, and usually a bunch of archaic hidden settings voodoo. This is why when I first posted the Cacodemon on here, a whole bunch of people piled in with the "3d always looks plastic" comment... because more sophisticated rendering is wizardry that a small portion of artists have the patience to learn.
As an example,
here's the guide to SSS rendering that I mentioned in the previous post.Once I get the render set-up worked out, though, it's done. I can just hit the render button from then on. As for animation, it's pretty easy for something like Doom. I can save viewpoints on a model, one for every angle of view that the game supports, and then render each angle for every frame in each stop-motion sequence.