12-15-2012, 04:07 AM | #1061 | |
GCA Prime
Join Date: Aug 2004
Location: Portland, OR
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Re: Art for games
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Armin
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Armin D. Sykes | Visit my GCA5 blog for updates and previews. | Get GURPS Character Assistant 5 now at Warehouse 23. |
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12-15-2012, 08:52 PM | #1062 |
In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
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Re: Art for games
*admires the awesome minis*
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--Beth Shamelessly adding Superiors: Lilith, GURPS Sparrials, and her fiction page to her .sig (the latter is not precisely gaming related) |
12-19-2012, 12:38 AM | #1063 |
Join Date: May 2011
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Re: Art for games
Thank you, guys! I'll post more when I go home.
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12-20-2012, 12:14 AM | #1064 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Art for games
Now those are some really uncanny-looking monsters. Great work, Damman. I think I agree about the manticore claws. They could use some work to put them on the same level as the teeth, but the rest is pretty much perfect.
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12-20-2012, 06:29 PM | #1065 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Art for games
So, I know there's a bunch of people who've worked with poser on this list, which I've never done, but I had a sudden weird idea, and I'm wondering how challenging it would be to do, and whether people have actually tried anything of the sort.
The basic idea is to put together hit location images (similar to what Millennium's End used) -- you have a graphic that shows a human body from various poses and angles, and you have a scatter table so you can figure out where you hit on the graphic (one problem with ME was a rather weird scatter table). However, rather than using a simple silhouette, use a graphic that actually shows internal organs, and you could then code damage values to organs, and so on. daz3d has the tools do do this -- this is very much like the kind of image you'd want -- probably based on the anatomy starter bundle or something similar -- but I'm wondering how ridiculous an amount of effort that is. |
02-12-2013, 01:26 PM | #1066 |
Join Date: Sep 2004
Location: The Enchanted Land-O-Cheese
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Re: Art for games
I don't remember now if I've ever posted to this thread nor not. I must have. But in case I haven't, here are a few pieces of my own:
Fala and Dent -- from an old D&D campaign Savage Land -- Magneto, Beast and my wife's original character from a Marvel Supers campaign that I called "The Uncannonical X-Pals" Doomed Slayers -- the cover I did for Jurgen's suppliment about dungeon-delving. You All Meet In A Tavern -- interior illustration from "Doomed Slayers" Paperwork -- another "Doomed Slayers" illustration The Mad Scientist's Beautiful Daughter -- from a series of character portraits I did for Brett to go with a gaslight fantasy game he will be running this spring. And my wife will bug me if I do not mention that I am available for commissions. |
02-12-2013, 02:32 PM | #1067 | |
MIB
Join Date: Apr 2005
Location: Hemel Hempstead, Hertfordshire
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Re: Art for games
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Cheers...
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02-13-2013, 07:03 PM | #1068 | |
Join Date: Sep 2004
Location: Canada
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Re: Art for games
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Short answer: "it depends" :D What variety of poses/angles are you looking for? Setting up the basic figure ("Dude with glass skin, skeleton, and organs") would be done once, and then after that it's a different render for each pose. The rendering itself can be set up as a batch job to go overnight, so the real question is how much time is required for defining what poses and setting the poses up and the batch render up.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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02-13-2013, 07:16 PM | #1069 | |
Join Date: May 2005
Location: Oz
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Re: Art for games
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02-13-2013, 11:32 PM | #1070 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Art for games
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