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Messages - Anian

#141
The problems I see is that for some reason eyelids makes shadows on the eyeballs, which doesn't make sense. Eyeballs should be more forward. And while on the eyelids, they're very cartoonish (in that they have straight lines and don't look that organic).
The face doesn't actually look like the one on the photograph - face is shorter and nose and lips are too big.
And the hair, please stop doing that, unless the hair is reeeeeeeeally short (like a soldier or something), don't draw the hair on the head model. You can have hair as a separate model, as a hair and fur modifier or as the same model but actually modelled, but don't texture it onto a person. If you can't achieve that transition correctly then edit the texture so there's no hair.

The edge of the lips might be what Ryan mentioned, or something similar. When there are too many polygons in one place, which are all twisted around, there's probably some overlapping and that needs cleaning up.
#142
General Discussion / Re: Tropes vs Women
Mon 05/08/2013 11:37:47
Quote from: Ryan Timothy on Mon 05/08/2013 11:08:24Men want these types of games (mostly young men) because that's what interests them. Although I have no desire to play Lollipop Chainsaw, but I do see the sexual appeal. A few days ago I played Hunted: Demon's Forge. I actually played as the female, only because she was the archer type while he was the hack and slash type - which is more fitting of my gameplay style. I ended up quite enjoying every sexual pose she did as she squeezed between tight areas, or slowly lowers and raises her ass as she ducks under stuff. It made it a very enjoyable bonus.
The problem becomes when it ends with you saying "Yes, I played Demon's Forge" and then only mention that way the woman moved between rocks, as the memorable part.
#143
General Discussion / Re: Tropes vs Women
Sun 04/08/2013 09:21:06
Quote from: DoorKnobHandle on Sat 03/08/2013 22:18:49
I found my own opinion on the matter pretty well-reflected and covered by this. Might be worth to watch for anybody interested in the matter.
I really agree with the opinions at the end of that video.

Feminist frequency videos, as one example, complain that women are used/killed off to motivate the male protagonist to act/revenge/action.
While yes this is true, personally, I would rather complain on how often that trope is overused in general and just kind of pulls towards the lazy writing problem. And secondly, pandering (or what they think is pandering) to male players - this is so freaking annoying. Not only because developers/publishers consider a lot of sexual pandering to be necessary while they don't concentrate on other aspects (such as gameplay), but I also get the sense that they think it will be the important factor and control my decisions (like liking or buying the game), like I'm some hormone driven uncontrollable sexual fiend. Though I guess there is a percent of the audience who act like that, mostly everybody else will have an opposite stance and actually find a negative aspect.
#144
Quote from: waheela on Wed 31/07/2013 19:15:20
Damn though, if that guy's chin doesn't look like a pair of hairy balls...
At first I thought you meant Gaiman.  :grin:
#145
Try Tara Strong, she does a good kid's voice...but seriously, usually people look for actors who can do impressions of a somebody with a recognizable voice (like M. Freeman, C. Walken, S. Connery etc.), why in hell do you need an imitation of a voice that nobody remembers (or hasn't watched a Paranormal sequel)?!
#146
Good Omens is not Discworld, but it's the same humor with added interesting deep characters that Gaiman often concocts.
#147
Maybe something like this:
[imgzoom]http://i.imgur.com/hX1SCBv.png[/imgzoom]
(shading on the arms is a bit crappy, but maybe something like that)
#148
Quote from: Gribbler on Sat 27/07/2013 19:35:30
By the way, I know the author but I never read any of Gaiman's novels and I always wanted to. Could you recommend one of his books? Which one is the best? Which one defines his work? Preferably no kid's stuff.
"American Gods" if you like novels (urban fantasy stuff, brilliant stuff), "Sandman" series (10ish books) if you like comics, "Smoke and mirrors" if you like short stories. Oh, and "Good Omens" (with Terry Pratchett) if you want comedy.
#149
There was a period (since 2006.) where he was mostly writing children stuff (not that I mind stuff like Stardust, it's some things that are really for kids), but this year there are signs of him writing for adults again with "The Ocean at the End of the Lane" (on my "to read list") and such.

I think this almost might be a thing Double fine would find great (with a famous name to support it as well). Too bad.
#150
She is rather cute and really nice style

Maybe some slight alterations:
- left lens fixed, whole goggles moved right a bit
- lighten the eyeshadow
- shorter narrower skirt, but longer legs
- jacket shorten
- pixel on the left side removed so the hair seems to be going into the helmet
- shading on the neck
[imgzoom]http://i.imgur.com/pBH8zjt.png[/imgzoom]

Two tips though
- when making a post, there's an img tag to post pictures, but there's also the imgzoom tag, which lets you enlarge the picture (when you with the mouse over the image) on the forum (instead of you enlarging it the way you did manually)
- please get someone to proof read the game
#151
Draw a stick figure with proper proportions, a head, rib cage and hip shape and then on the stick figure mark where the joints go. THEN you draw the body and then you draw clothes, then draw the bag/satchel/purse and then draw the cape/cowl. Follow the steps, nevermind what top notch pros do, anybody below the level of pros that have drawn things billions of times correctly (and who have started with stick figures as well) needs to follow certain steps to get consistent anatomy and style.

Maybe something like this, you'll notice I gradually fixed the anatomy, muscle placement and jaw (to fit the actress more) from initial stick figure (and the hair might need a bit more contrast between outline and fill color):
[imgzoom]http://i.imgur.com/zXMBVBA.png[/imgzoom]
Good rule of thumb when drawing female anatomy - hips should be as wide as the shoulders (or perhaps more if you desire so) and a slight hourglass shape of the torso (width depending on what you want to achieve of course). Males, on the other hand, should have shoulders slightly wider than the hips and shallower hourglass shape. For almost any body type, those tricks give instant definition to the viewer if they're looking at a dude or a gal.

Scavenger gave a rather good edit, although there her legs are still a bit too short and arms too "manly" (and palms too big/long). But I'd try making a sprite without shading it, maybe never put it in (a lot of games don't shade characters), it'll make the animation easier and change in designs faster.
#152
It's fine...but what the heck is that supposed to be? Unless you plan on making a game "The Woody family and the nail gun incident", there's really not that much to tell or a style to judge. Maybe if you say what kind of genre you're going for or a one line description of the game you're planning, then there could be some actual feedback.

Also just for your sake, so you see if you can actually draw a whole game in some style you choose, I suggest drawing 1 background and 1 character.
That's really something that will help you out - if you know how you'd do shadows and textures for multiple items and you know what kind of anatomy style, level of details on a face and finally the actual resolution of the game you plan on doing then you've got a template to work from.
While drawing this 1 background and 1 character, you'll also see if things go together and what you might want to change.
#153
Critics' Lounge / Re: Advice on background
Wed 24/07/2013 22:46:18
You left a bit too much white space between coloured areas and in general the colored areas are not filled in enough. And yes, it will eat up more of your colored pencils.
Maybe fill in the colors then, if needed, thicken the cage lines over it.
#154
General Discussion / Re: FaceShop
Wed 24/07/2013 19:11:51
Quote from: jwalt on Tue 23/07/2013 20:48:51
I downloaded FaceShop this morning and have been tinkering with it. I am impressed to this point in time. Any pros or cons to this program?

Another question for you experts. Can you clarify the terms shaders and textures? I'm reasonably sure I don't know which is what, or what is who. Appreciate it.
Con - it's $60-80, which is rather high for something to "tinker with". I like MakeHuman, models need some cleaning after export but are textured and prepared for bones.

Textures are, in practical use - pictures, take a digital photo and put it on a 3d object and you've made a textured 3d object. Let's take a picture of a chessboard (so black and white squares). Computer doesn't know it's a chessboard, BUT the fact that it has black and white squares is useful. Same picture can be used in diffrent ways. Some basic texture types in 3d usage:
- diffuse texture - color information, you put a yellow texture on a cube, you'll get a yellow cube
- bump/displace texture - depth information, put a black and white picture on a flat surface and every white surface will increase in height and every black area will indent, gray will stay flat
- normal t. - basic usage is same as bump, but it holds much more information and does a slightly different effect
- specular t. - roughness, you put a white picture on a surface and it will be all shiny if light falls on it (like it's polished), you put a black picture on that same surface and it won't reflect anything
You can use more than one type of texture on the same part of a 3d object (in fact you always do).

Now textures are 2d (they're pictures, right?) but 3d objects are 3d. That's where something called a UV map comes in. If you put a picture on a cube it tells the 3d program where each part of the picture goes on the 3d object. It sort of converts information.

Shaders are small scripts that determine how a rendering engine (which I think DAZ comes with) is drawing/rendering the final image. You know how some new 3d cartoons look sort of like they're actually drawn and not like they're from a video game...well that's a combination of shaders and textures at work. Shaders tell the rendering engine how to treat/process information.
#155
Quote from: Ghost on Sat 13/07/2013 20:12:08I'm playing that AND for two days now I have teh stable internets! Would love to do some shooterings wih you.
Sweet. I added you on Steam, wth you got 94h already?  :confused: Oh, well. (anybody else, feel free to add me, look for the bottle of milk icon in the AGS Steam group)

And there goes the money...
#156
Anybody else still playing Borderlands2 (without season pass) It's 10 euros, but I'd hate to play alone through the game.
#157
The color of her hair and the shading on the skin seem to lack contrast a bit, but the design looks interesting.
#158
My first pay check is supposed to come next week, which is definitely a temptation, but it's supposed to go to "new pc savings", so the motivation to resist is high. Then I just need to resist for the next three months or so.  :sad:
Besides that, no real great discounts yet.
#159
I don't know about Inkscape/Gimp, but might there be some way of taking/exporting paths from Inkscape then opening them in Gimp?
#160
I'd not put shading on something that's basically thicker smoke, plus it'll be quicker to animate without the shading.

[IMGzoom]http://i.imgur.com/BxUG8UD.gif[/imgzoom]  [IMGzoom]http://i.imgur.com/upVUxM0.png[/imgzoom]
Don't know why the background is red on that animation though.
Changed the eyes, changed the colors a bit, smaller turban, exchanged the the bottom of the genie, moved the arms a bit. Animation is not my forte, but maybe choose 3 areas that move indivdually (head, torso+hands, bottom) then animate them up and down with slight stretches and movement.
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