Hi Folks. I am starting too get into the indie game dev scene again. I am looking into art styles and workflows and I am really stuck on the idea of making a game that looks like someone made a miyazaki film out of pixel art.
I have been looking up many 2D- 3D hacks
My goal is to make combat similar to Bastion but in a pixel art style instead of handpainted. In bastion the character can rotate a complete 360 degrees depending on what weapon he has equipped.
[ame]
https://www.youtube.com/watch?v=xojq7qDm8DU[/ame]
The first program I was looking at was
Live2D [ame]
https://www.youtube.com/watch?v=8SMDLnC-cMU[/ame]
typically this software has only been used to make games with limited movement... But they show a demo of it being used in a full 3d environment. I believe the have been developing these tools pretty far and I am curious If I would be able to use it to create a full 360 ortho of 2d animation ( with some clean up of course.
The other option that I can easily find is just baking 3D down to 2D sprites... I am not too fond of this idea because 3D animation is inherently more stiff than 2D animation. Also I would really like to animate most things myself and avoid the 3D artwork pipeline.. If I can avoid using 3D I can cut down time and cost of the project.
a friend of mine also showed me some pixel baking of a handpainted model he made and brought into some software called
Qubicle
I am by no means a technical artist so anyhelp would be highly appreciated
Replies
Sprite sheet here
http://www.spriters-resource.com/fullview/50417/
Live2D demo show it's only been used on the face, and work to a certain angle. Looks like it works with a mesh morpher like puppet warp, so i'm not sure it would work with pixel art.
See what this guy is doing with a real time shader on a 3d model !
http://www.polycount.com/forum/showpost.php?p=2353698&postcount=6743
http://www.hedfiles.net/PixelShader/PixelShader.html
Always wanted to see a full 3d game with that kind of look.
I pretty suck a 2d, not even talking about 2d animation. To me it looks more easier to have a 3d based animation baked down to low res, then edited it in 2d as much as you want, since you have solid skills. Also that would make all ligting and shadow pretty accurate.
As for Qubicle, in the end it's like rendering a 3d model to a low resolution, and it would be a ton of work to animate. You'd have to build a complete "voxel" model per frame.