eld wrote: »
Trying out some faux-AO shadow plane tricks.
teaandcigarettes wrote: »
Screw you Eld, screw you.because this is just too awesome. Great job mate!
Just wondering, how does it look like from different angles? I know there is one in the background, but it's a bit difficult to tell.
Chai wrote: »
I really dig the style and colors, well done mate.
The bottom shadow looks a bit too strong, even if you were to only use it static on the floor, I would suggest tuning it down a bit.
hboybowen wrote: »
eld what did you use for this texture creation and what exactly is this trick you speak of. An what are you working on this for. Also can we see flats of the textures. an is there any chance you could release your dithering brush you used here to the public?
xvampire wrote: »
very simple object yet , done perfectly, sir!
eld wrote: »
Haha, thanks :P
It does break in certain angles, but hopefully it shouldn't break the illusion too much.
Here's a work in progress playable of that area: http://www.eldpack.com/ld22e/
renderhjs wrote: »
That will be very expensive to render not to mention the alpha sorting issues you might get, or does it work ok with darken instead of alpha testing?
ikke_998 wrote: »
I have been making some Nintendo style environment textures like in pokemon and zelda, just for fun:
Micah wrote: »
Why are the tiles on the left of the path a diffrent grey? Or am I just seeing things?
Your trees also look like they are leaning to the right... I might just be seeing things again XD
Baddcog wrote: »
Why is the legionair on the left taller that the one on the right?
Lol, looks pretty good.
mospheric wrote: »
Another poop done.
Tysho wrote: »
Here's my textured devil character- minus pitchfork (still working on that). Texture size is 256x256. Had some real issues with rigging him as it's all new to me- his head appeared to make his entire chest move. Wierd. But I'll keep at it- it's been a lot of fun so far!