@Clint -- Ah, I hadn't noticed the light. I tried using your rendering script and couldn't get it to work until just a minute ago (I didn't have things parented properly), so I was using different methods. I'm re-rendering as I type this.
They're not exactly within the specifications (a little high poly, not UV mapped), as I just refurbished an unfinished model I had lying around from last year, but they're a start and they look fine in FLARE. Is there some way we should be tagging everything to keep it organized?
>I like the idea of a bestiary project, but i think it should be possible to have different designs for one creature, as long as they aren't completely contrary to its "common idea".
This is actually what I was getting at with my comment about different kinds of ogres, etc. I think it would be entirely possible to have say, three different types of goblins (e.g. Warcraft-, Wesnoth-, and D&D-esque). How should that be handled? And what about similar but not identical monsters, like Ents (LotR), Treants (D&D), and Woses (Wesnoth)? What about different art styles, like realistic vs. cartoony? Polygon counts, texture sizes, normal maps?
As far as turning a model into a bunch of sprites, it's really just a matter of rendering it from all the directions that you want to use. I'll let someone else elaborate more on that.
@Clint -- Ah, I hadn't noticed the light. I tried using your rendering script and couldn't get it to work until just a minute ago (I didn't have things parented properly), so I was using different methods. I'm re-rendering as I type this.
@pennomi -- Be my guest. :)
http://opengameart.org/content/orc-flare-3d
http://opengameart.org/content/orc-flare-sprite-sheets
They're not exactly within the specifications (a little high poly, not UV mapped), as I just refurbished an unfinished model I had lying around from last year, but they're a start and they look fine in FLARE. Is there some way we should be tagging everything to keep it organized?
>I like the idea of a bestiary project, but i think it should be possible to have different designs for one creature, as long as they aren't completely contrary to its "common idea".
This is actually what I was getting at with my comment about different kinds of ogres, etc. I think it would be entirely possible to have say, three different types of goblins (e.g. Warcraft-, Wesnoth-, and D&D-esque). How should that be handled? And what about similar but not identical monsters, like Ents (LotR), Treants (D&D), and Woses (Wesnoth)? What about different art styles, like realistic vs. cartoony? Polygon counts, texture sizes, normal maps?
Just some things to consider. :)
Interesting. As far as visual consistency goes... well, there are a lot of different ways for an ogre to look.
Regarding enemies behind walls, it seems to me that if the character would be able to see it, the player should be able to see it as well.
For general Blender-related stuff, I have found this tutorial to be endlessly helpful: http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character...
As far as turning a model into a bunch of sprites, it's really just a matter of rendering it from all the directions that you want to use. I'll let someone else elaborate more on that.
Even with a generic fantasy setting as a base, there are plenty of ways to mix it up.
I'm using this one too.
I'm using these too.
I'm using these in my Glest mod. They're sound effects for a shadow mage.
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