Converting 3d to 2d(topic moved)

Started by Construed, Sun 24/11/2013 01:09:12

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Anian

What are rendering this in? The sharp light and flat textures make me think Bryce or similar, you need to get rid of those strong shadows.

And when you decide to do something of better quality, download Blender and start there + some inspiration/tutorials for handpainted textures:
http://www.polycount.com/forum/showthread.php?t=89131
http://wiki.polycount.com/TexturingTutorials#Painting_Stylistic_Textures
http://www.polycount.com/forum/showthread.php?t=88996

AND GO! :grin:
I don't want the world, I just want your half

Construed

@ StrayDogStrut
Aha, thank you very much for the detailed critique!

by darker tone of the colors in the scene did you mean under the shadow?




@anian
This is blender, but what I'm doing is trying to get rid of the 3d by painting over it, mostly with pencil tool in photoshop.

This is what the original 3d image looked like:


I've been using blender for about 10 years now and I'm a super fast modeler with it but were trying to go with the sierra style on this game and i've tried every possible option with blender like, no anti aliasing, no textures, no shaders, but still end up having to hand paint them to get the real sierra look with a lower color palette and unfortunately theres about 20 rooms in my game that are 3D so im having a pain in the rear trying to convert them all to 2D to match the rest of the game. The reason being we got a highly talented 2D artist who has created a massive amount of 2D rooms for us! :D

I thank you greatly for the links, I'm also working on a 3D FPS "Revelade Revolution" using the sauerbraten engine and was wanting to learn a little more about higher quality handmade textures :D
I felt sorry for myself because I had no shoes.
Then I met the man with no feet.

Tamanegi

#22
The problem here is while your 3D mountain has a texture, it still is flat while the pixel mountain looks like it has a lot of ridges. Try to follow those with the edge of your shadow. Think of it like casting light and shadow on folded curtains. But you are making great progress, the colors look much better in the latest picture.

The inside cave image looks quite nice. The only thing that bugs me is that the ground looks like it's asphalt. If it's still the natural ground, it should be the same color as the walls. Other than that, the texture is nice.

For the outside cave view, it looks too much like a bottomless hole. Maybe you could color in a few pixels inside the opening and have it go darker and darker (and be sure to not make it a hard edge). Also, the entry on the inside looks square while the opening is rounded. To make this work, you can paint more earthen pixels inside beyond the first wooden beams to suggest that the cave already went on for a few meters.

Generally speaking, remember that there are no hard borders anywhere in nature. Mountains don't just grow out of the ground, they are connected. Grass doesn't stop growing just because there's a mountain. Rivers are bedded inbetween two slopes rather than a dug channel and so on.
Don't Look! MAGS 12-2010
Mediocre Expectations Current development blog

Construed

Thanks a lot!, I went and held an object in front of some curtains and shined a light on it and the shadow lowered at the top portions of the extruded area and down at the bottom of the extruded area, like this.


I also drew some awesome little flowers from one of Anian's recommended tutorials!

Tried to add some depth to the cave entrance:



PS. Anyone know how I add that code for images to have 4 different sizes on them?
I felt sorry for myself because I had no shoes.
Then I met the man with no feet.

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