[wip] 3D objects and playersprite render

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meway
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[wip] 3D objects and playersprite render

Post by meway » 10 Dec 2010, 22:43

The purpose of this is for easy animation implementation I originally got this idea from kage, jaxad0127 and freeyorp. I than put the 3D file to use after speaking with Axltrozz. Anyone is free to use these files. The final output image is gpl. -Meway

The program used was Blender 3D Beta version 2.55
The file format is .Blend
Download: http://meway.webs.com/full%20figure.blend

Edit: fixed some grammar.
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Screenshot.png
Screenshot.png (106.92 KiB) Viewed 1734 times
spritet.png
I came up with this with slight modification of the render by reducing the amount of shades and size.
spritet.png (1.22 KiB) Viewed 1735 times
Last edited by meway on 17 Feb 2011, 16:17, edited 2 times in total.
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Re: [wip] 3D playersprite render

Post by salmondine » 11 Dec 2010, 02:53

I'll give that a try, ty Meway
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Re: [wip] 3D playersprite render

Post by meway » 11 Dec 2010, 04:49

I messed with the colors a bit and outlining in this image. I find that it looks much better than the original. Fixes are a need to do thing when scaling down in ms paint :p
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Re: [wip] 3D playersprite render

Post by Crush » 11 Dec 2010, 13:10

I am a bit sceptical about this. I don't think that rendered images will fit into our graphic style.
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Re: [wip] 3D playersprite render

Post by skipy » 11 Dec 2010, 13:15

:shock: hmmmm could be a start to some big things....

it may be eazyer in the long run to make it up of different parts ...)head,legs upper&lower, hands, feet ,and so on..)

-------skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


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Re: [wip] 3D playersprite render

Post by skipy » 11 Dec 2010, 13:17

Crush wrote:I am a bit sceptical about this. I don't think that rendered images will fit into our graphic style.
it may help as a guide..imo -----skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


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Re: [wip] 3D playersprite render

Post by meway » 11 Dec 2010, 14:33

Crush wrote:I am a bit sceptical about this. I don't think that rendered images will fit into our graphic style.
Can you be more specific? Cr1 style TMW style? Color issue? shading? perspective? lighting? To many colors?

I made the model, rendered an image, shrunk the image, Removed unnecessary shading, dyed the body to color, gave it eyes and saved it. These steps were very easy and now I have a color pallet to work off of and an easy to manipulate model.

Below is the pallet I used. It consist of 10 colors.

I need specifically whats wrong with the final output image so I can adjust it. Let me know if it looks off from the other graphics.
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Re: [wip] 3D playersprite render

Post by AxlTrozz » 11 Dec 2010, 15:04

Crush wrote:I am a bit sceptical about this. I don't think that rendered images will fit into our graphic style.
May this explanation help, this effort is not intended to be used as is in TMW, Meway's intention is to have a reference point for animation, but only to generate a shape and overall image not to be used as player set, also to easy the animations because 3d images once they are done they can be manipulated at will.

this means if Meway succeed creating a 3d image of the player set he can generate many different poses (and view) that the pixel art team can use to create new movements.
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Re: [wip] 3D playersprite render

Post by skipy » 11 Dec 2010, 22:48

AxlTrozz wrote:
Crush wrote:I am a bit sceptical about this. I don't think that rendered images will fit into our graphic style.
May this explanation help, this effort is not intended to be used as is in TMW, Meway's intention is to have a reference point for animation, but only to generate a shape and overall image not to be used as player set, also to easy the animations because 3d images once they are done they can be manipulated at will.

this means if Meway succeed creating a 3d image of the player set he can generate many different poses (and view) that the pixel art team can use to create new movements.
bingo :mrgreen: ....what AxlTrozz said... :mrgreen: :wink:

----------skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


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Re: [wip] 3D playersprite render

Post by Bertram » 15 Dec 2010, 12:59

Hi,

As I've nothing against the technique used there, it kinda seems to me that the cgt model itself
has maybe the hips too large, and the shoulders too round.

Here is a basic example from wikipedia that I'm finding more balanced:
http://fr.wikipedia.org/wiki/Fichier:Theil.jpg

Just my opinion thought.

best regards.
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Re: [wip] 3D playersprite render

Post by nmaligec » 16 Dec 2010, 07:54

This was something I really wanted to work on once I finished up at university. I just finished today and got on the forum to see that you beat me to the punch. Meway, we gotta work on this one together. Now that I see a modified render with reduced palette and outline I am sure that we could make more than just a template. The only thing I needed to figure out was how to modify a palette in gimp.
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Re: [wip] 3D playersprite render

Post by meway » 16 Dec 2010, 13:54

color select tool. Color fill bucket tool. Fill the shaded colors that look virtually the same. This should be easy if you set the opacity up a little. (manually fix outlines) By all means continue working on this please. I think it would be great.
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Re: [wip] 3D objects and playersprite render

Post by meway » 17 Feb 2011, 16:33

using iru's tiles to texture an object I came up with interesting results. Have a look.

Image

from this set.

Image

I did not take time to align everything properly because it was a test :)
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Re: [wip] 3D objects and playersprite render

Post by MerlinX420 » 17 Feb 2011, 20:25

Interesting stuff there meway. It would be kinda cool to use that to get 45% walls from some textures and the complex modelling of shapes to give a working base would seem to take some of the guess work out of modelling. I might have to go mess around with blender. XD
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Re: [wip] 3D objects and playersprite render

Post by meway » 30 Mar 2011, 05:49

Bump
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