Chronos, time is rising. animation short
[ame]http://www.youtube.com/watch?v=qfgV011e3d4[/ame]
additional info (in german) http://mmvr-des.burg-halle.de/blogs/klimawandel/category/studenten/g1/
bloated hilarious mamut big animation project for just 2 students in 1 semester. Again we used 3dsmax 9 this time with MR and the Daylight system for the backgrounds. The character cell shading ink is a mix of a falloff shader in max rendered in greyscale at a double resolution and some glowing edges filters in AE. For the difuse fill of the cell shading we used the default max ink renderer (scanline) with some slight modifications to get softer ramps at some views.
I did all the textures and the characters and animation. Ronny the other student created most of the environment models (except for some of the smaler detail objects).
Cool stuff! rollin's right you're crazy I liked Chronos the best and all the Curing Colors stuff too of course. If I had to nitpick something I'd say the animation in Chronos wasn't too hot though... but good presentation overall. Thanks for sharing.
On the other hand I created parallel to the engine a editor that would let faster create and edit maps compared to writing stuff in a text editor.
[ame]http://www.youtube.com/watch?v=2tw2MyzrCUM&feature=channel_page[/ame]
Inspired by the Unreal Editor back then I added a mashup of prefabs and tiles - so that it would be easier to add certain patterns of tiles right away to the editor (would be an interesting concept these days for prefab/building block sets in 3d space).
online demo of the editor can be found here: http://www.renderhjs.net/renderhjs/Zelda%20engine/editor_015.swf
Replies
you´re a realy mad man..
Created back in Flash 5 and then further developed in MX. This engine supports a XML based map file with multiple tile layers, collision layer and a script/event layer.
[ame]http://www.youtube.com/watch?v=q1cq8UI-6AA&feature=channel_page[/ame]
a online demo can be found here:
http://www.renderhjs.net/renderhjs/Zelda%20engine/
On the other hand I created parallel to the engine a editor that would let faster create and edit maps compared to writing stuff in a text editor.
[ame]http://www.youtube.com/watch?v=2tw2MyzrCUM&feature=channel_page[/ame]
Inspired by the Unreal Editor back then I added a mashup of prefabs and tiles - so that it would be easier to add certain patterns of tiles right away to the editor (would be an interesting concept these days for prefab/building block sets in 3d space).
online demo of the editor can be found here:
http://www.renderhjs.net/renderhjs/Zelda%20engine/editor_015.swf