It's a failed experiment because the intent was for a clean and simple console platformer style (think Sonic or Mario) instead I got carried away with my usual process of premature colour consolidation and burying every available pixel in noise.
That is true to a degree. Portraying a lot of detail in a very small space can be a challenge, but in general I would consider the increased labour of needing to fill four times the pixels to greatly outweigh this.
All the assets on OGA have licensing information. Follow the terms of the license and you already have permission.
Your camera is nowhere near isometric.
You've got the axes the wrong way around.
Try x of 60 degrees and z of 45 degrees.
Very nice. Much better than the original.
There is no art in just rendering a 3d model. It is a purely technical exercise. A perfect task for any programmer who isn't excessively lazy.
It's concept art. Most in-game art is based on concept art. This art is game-related.
It's a failed experiment because the intent was for a clean and simple console platformer style (think Sonic or Mario) instead I got carried away with my usual process of premature colour consolidation and burying every available pixel in noise.
That is true to a degree. Portraying a lot of detail in a very small space can be a challenge, but in general I would consider the increased labour of needing to fill four times the pixels to greatly outweigh this.
Former-human cyborg assasin.
Damnit! Screwy gif disposal killed my edit of the jump (you'd think disposal would be a render time thing not a storage thing).
It's here anyway if you can extract anything from it.
But the bulk of what I did was lead with the elbows and bring the hands up and infront of the body.
The way he's currently flinging his arms out to the side looks rather effete.
Walk cycle looks great.
How do you figure low res is limiting? A better fit for lower resolutions and can be scaled up for higher resolutions.
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