Check out Mythmatch! very very good
Check out Mythmatch! very very good
a short breakdown of the process of making that tiny lego car with my tired old voice narrating:
Bernard Purdie on the kit, of course. But the bass is just as important to that song, if not more!
Been trying to find the bassist that plays the intro to 'Block Rockin' Beats', and the closest I can get is that it's a rearranged sample from the first 3 notes of 'The Well's Gone Dry' from The Crusaders. No bassist listed in the credits though! Possibly Larry Carlton plays it?
Made low-poly goldfish #256fes
256 polygons, 150 vertices each
a beautiful sunny Saturday with 0 plans other than to hit the library, write and play games. what more would I need?
doug standing in front of a booth adorned with Stellar branding at Guildford Games and a TV with NFS Hot Pursuit gameplay
went to my first games industry event (Guildford Games) yesterday as someone in the games industry. felt pretty cool. saw some familiar faces, spoke to a lot of students, talked a lot about games.
life is good and I am very lucky!
Snow 'monsters' on Mount Zao in Japan formed by freezing Siberian winds.
more sketchbook
Text: "Planes" are a depiction of anything that exists in a drawing at a FiXED spatial distance from the viewer, with each grouping of subjects at a shared distance overlapping the next in order to suggest the spatial relationship of each element in the drawing to the others. This image has three planes: (Image of a drawing with a scorpion on a rock, a cowboy sitting on a rock, and a mountain in the background). Each plane in an image signifies a different degree of distance, with the foreground SHARiNG the viewerโs spatial plane, and the background being the farthest from it. Thereโs clear distance between each plane; no plane โtouchesโ another.
Text: why is overlapping the planes necessary? (image: a cowboy apparently close to the viewer, one a ways back, and then a saloon behind him). Unless one plane directly overlaps another, thereโs no sure clarity that they are, in fact, suggestive of different distances. (image: the cowboy appearing to be closest is shown to be a giant, swinging the apparently midground cowboy by the head into the two-story saloon that's only about as tall as a person). itโs also important to suggest scale in each plane using subjects whose size the audience is likely to know. when that isnโt possible, try repeating the element-of-unspecified-scale (a) from one plane in another and have it (B) interact there with a subject whose scale is clear. (image: a small round cactus in the foreground, and farther off a cowboy sitting on a similar cactus)
Text: A perspective grid composition (A) suggests depth by progressive recession in space, while planar composition (B) suggests it with staggered recession in space. (image: a receding grid and a series of staggered planar elements) The principles of overlapping planar composition can be used with a perspective grid, especially if there are elements with right angles (like buildings). Rough your panel with plane elements in place first... ...then make/place a grid that fits your layout... ...then utilize the grid to make the receding angles match.
(image: a wanted man hiding against a wall while a cowgirl crossed the street, looking around). One of the most useful* aspects of a foreground element is to create a sense of immersion for your audience. by putting it on essentially the same plane as the audience itself, the audience becomes a part of the story, seemingly able to touch the foreground, to lean around it for a better view. (image: the wanted man is now decidedly a foreground element). *it also means less time spent drawing all of the detail in the midground or background planes without ever aesthetically shortchanging your audience.
Hey, friends! Here are some thoughts on using planes in your compositions.
Animation by Osamu Dezaki* | Tomorrow's Joe (1970โ1971)
#penciltest #sakuga #genga #2danimation
A good thing about AI slop like the Cruise/Pitt fight thing is that it highlights just how repetitive and soulless MANY movie fight scenes are. They might as WELL be slop.
Some top-of-my-head things to keep in mind to make your fights human:
- Incorporate the environment (cont) 1/
Animation is obviously top notch, but this music choice is *chef's kiss*
Just finished @pentadact.com's Tactical Breach Wizard and it's become one of my all time favourite games. What a gem! Gonna treat myself to the developer commentary and go through the whole thing again.
Is this for issue 14??
This was a greybox tech test for Rรถki where we masked a scene load with the illusion of a continuous camera movement.
From: Big Fish & Begonia (2016), dir. Liang Xuan and Zhang Chun, B&T Studio/Studio Mir
goood morning. I hope your day is filled with dusty words and soft nouns.
man, I love Blender
Huge inspiration.
i made a version of wikipedia you can doomscroll
xikipedia.org
Reintroducing myself on here, My name is Sady Fofana and Im a Hardsurface 3d Artist at Valkyrie Entertainment, I like scifi movies, 3d Printing, miniatures and a ton more, always love learning about new types of art and hope I can see more of it here! #gameart #3dArt #hardsurface #art
They were the best to ever do it. Made me laugh as a 5 year old and still makes me snicker through my nose 22 years later
I love this sculpture in Guildford by Allan Sly. It accurately represents how I feel as a junior in game dev working on my first game - I'm learning a LOT.
Little thread where I talk about subpixel animation and share some of my own resources I made to study it better.
This is a circle I rendered in blender slowly crawling up 2 pixels over the course of 17 frames.
I'm showing the aliased version first and I'm going to break down what's happening here
Hollie Taylor was the Animator on Mythmatch and if there's one thing I get the most compliments about, it's the animation.
She always goes the extra distance and adds tons of extra details and layers to the animations.
This hop / run blending is one of my favorites though!
Just over a year from posting this - removing it from my pinned because I've properly gotten into game dev, hohoho
A huge part of Spirit Crossing's visual style is the cel-shading and outlines! Everything is modeled for the appearance of these shaders and how it renders in Unreal. That means using soft edges where you don't want an outline and hard edges where you do.๐งต
pokemon gen 1 resprite #pixelart #pokemon