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Messages - Khris

#12441
Critics' Lounge / Re: Need some help...
Fri 25/11/2005 16:44:31
Try SketchUp. It's a 3D-prog, but you'll get quick and nice results without having to read the manual for days first.
Create the scene, then switch to wireframe and export this to an underlying layer in your favourite Gfx-prog.

Here are two threads with SketchUp pics:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23348.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22532.0
#12442
Critics' Lounge / Re: C&C on character
Fri 25/11/2005 01:42:07
Right, sorry, guess the :P s confused me :)
#12443
Here's the bg:

#12444
Critics' Lounge / Re: C&C on character
Thu 24/11/2005 17:26:19
Quote from: vict0r on Thu 24/11/2005 13:52:10err... you usually have your arms that way? :P
Indeed, yes, my arms tend to look like natural, human arms.

Quote from: vict0rand he looks too happy and his eyes are too white :P! ;D(and his arms are too thin)
I didn't know that you couldn't handle a paintover/constructive criticism.
It won't happen again. (And I mean that.)
#12445
Critics' Lounge / Re: Need some help...
Thu 24/11/2005 00:07:19
#12446
Critics' Lounge / Re: C&C on character
Wed 23/11/2005 23:52:45
Here's a paintover:

2x

-adjusted shape of head, shoulders, torso, arms
-reshaded clothing
-changed face & hair
#12447
Critics' Lounge / Re: C&C on character
Wed 23/11/2005 12:24:40
With a relaxed standing pose, the finger tips are almost exactly at crotch level.

To make the body fit the muscular arms, you could widen his chest to shape it more like a triangle.
#12448
Critics' Lounge / Re: game character
Wed 23/11/2005 12:22:17
I'd keep the outline, as the char is drawn in a comical style.

But give him a forehead, and flatten his shoe soles.
I'd lower the shoulders a tiny bit to fit the relaxed pose, atm it looks a bit like he's shrugging.

If you want to use him in a game, I have to second the low-res argument, just resize him to one half to one third and paint over it in another layer.
#12449
General Discussion / Re: Day of the tentacle
Tue 22/11/2005 12:24:30
Quote from: Sinsin on Mon 21/11/2005 15:15:44I have tried SCUMM VMÃ,  that dont work
What exactly doesn't work?

I didn't have any problems with ScummVM ever. I've played everything from Loom, DOTT to TheDig & CMI with ScummVM, DOTT of all should run fine.

Don't even start fiddling around with DosBox unless you're absolutely sure that for some reason, ScummVM won't work.
(Install latest Gfx & DirectX drivers, download latest ScummVM, try again.)
#12450
Critics' Lounge / Re: Alex Wild (Face)
Fri 18/11/2005 20:02:05
It's pretty difficult to do a paintover cause the resizing messed up the pixels.
Upload the original sprite and use the forum's bbcode to zoom in.

Code: ags
[img width=x height=y]url[/img]
#12451
Fluke, why don't you get a deviantart-account and link to it in your sig?
That way, even more people can admire your made-in-a-few-minutes-timekillers, and you won't completely ruin your already bad reputation here.
#12452
Tuomas, to see the light, please click here.



I used the original distances of the upper drawer (A1, A2 & A3) and connected them by a line (VP1) to the original vanishing point.
Then I chose a second vanishing point (DVP) on the horizon (H), in this case the bottom left corner of the pic, for my diagonals to meet at.
The first diagonal I drew (D1) intersects A2 and A3, from there I went down to the original VP and got VP2 and VP3.
The next diagonal (D2) starts where A3 and VP1 intersect.
So, D2 provides me with the y-coords of the next two horizontal lines.
And after adding those, I get the start of D3, and so on.

I hope my explanation isn't too messy, it's a very simple method after all :)
#12453
I'm not too good at drawing shadows, but here's the way to determine their shapes:



Quite sloppy, it's late ;)
#12454
This should've been posted in the "Completed boring Powerpoint presentations"-Forum.
#12455
The download doesn't work for me, the server seems to be down :(
Any chance of somebody mirroring it? :=

Edit: nm, server's back up.
#12456
Quote from: DGMacphee on Fri 04/11/2005 06:23:39You mentioned photographs? How about designing model landscapes with clay and odds'n'sods (a la Wallace and Gromit) and taking photographs of them.
"The Neverhood" did this, too.
It's quite a cool adventure game, although it's puzzles and gameplay aren't exactly its strong side.
#12457
Critics' Lounge / Re: A man in pants
Wed 02/11/2005 01:48:44
The proportions aren't quite right.
Look down at yourself, e.g. the elbows are at bellybutton level, and the wrists at crotch level.
And the chest muscles aren't below the shoulders, instead they rather blend into them.
#12458
To post a walking anim, save it as *.gif or *.swf, both can be shown by most browsers.
#12459
Critics' Lounge / Re: 3Dish Pic for C&C
Thu 06/10/2005 15:46:46
I can't wait to hear why you call this "3Dish".
#12460
Quote from: PaulyB on Tue 04/10/2005 22:31:31
Sorry about quoting the whole post but i doubt a few lines of text is gonna take up too much bandwidth :P
Okay, then forget that and don't do it because it's completely unnecessary.

The door, desk and bed are still out of perspective.
The light switch is still behind the opened door, and it's too big and too high.
The doorstep is still way too high.
Try to spend a little more than 10 minutes on your next paintover, after you've read the various helpful suggestions in this thread, which you seem to simply ignore.
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