Somewhere game

  • #10, by AmandaDayMonday, 01. June 2015, 03:48 9 years ago
    Wow interesting. Well originally I wanted sculpt my characters and assets as I have been a sculptor for 10 years, but I did the math and it doesn't seem to be financially viable for a first game. It occurred to me to use Zbrush to make my characters as I hear it's just like working with clay. But I wasn't sure what program I could use to animate the models. I guess iClone would be a solution? I'm still trying to do all the research so I know what way I can go. Everything you have said has been very helpful, thank you!

    Your games look so pretty. How long has it taken you to make these?

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  • #11, by nenad-asanovicMonday, 01. June 2015, 04:55 9 years ago
    Iclone is easiest and fastest tool to animate your 3D models. Fast render with good quality that should be enough for 2D adventures anyways smile Z-brush is just as you heard as working in clay only in 3D and even easier cause you may make perfect morph on 2 sides for example with morphing only 1 side smile many helpful tools there and it is not hard to understand if you have any 3D experience... It took me 1 day to create whole scene for new game (i have about 15 screens so far) and all is animated in there also. 1 Scene about 1 day with all details. Somewhere game was made in 6 days in complete tho. It was my first game ever made on any computer or platform lol. that says a lot about Visionaire. It is super easy to create cool things with it smile

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  • #12, by AmandaDayMonday, 01. June 2015, 06:31 9 years ago
    That's really amazing. I thought this sort of thing would take so much longer. I downloaded sculptris which is apparently a free version of Zbrush. I have absolutely no 3D experience except working with actual clay. In 1 hour I had sculpted my first face. I'm getting really excited with what's possible with all this and Visionaire. grin

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  • #13, by LebosteinMonday, 01. June 2015, 08:21 9 years ago
    How do you handle the shadwos of the characters? In every scene the main light source is on an other position so you need different shadow sprites for every scene? Or is this a 2,5-D Adventure with included light sources and automated shadow generation?

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  • #14, by nenad-asanovicMonday, 01. June 2015, 14:29 9 years ago
    Visionare have shadow maps. There are lot of tutorials how to use those. And about shadow of character you will need a bit of lua scripting i guess. I am still newbie and still learning basics of scripting. So i will try and cast shadows of my character toon in my next game. smile

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  • #15, by afrlmeMonday, 01. June 2015, 14:44 9 years ago
    Shadow maps? Light maps you mean? They just tint the character (entire character). I think characters imported as 3D models can have shadows generated on them, but I'm not 100% sure as I've not had any reason to use / test the 3D character model system.

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  • #16, by nenad-asanovicMonday, 01. June 2015, 15:01 9 years ago
    Yea light maps i meant. As I said, I am still newbie ^^. In 3D ofc models can have shadows casted on them self it just depends on light source when rendering.
    But I am also still clueless can we create shadow cast on background that drops from our character. And that shadow should be in different position depending on light source on our scene. I know we may achieve this by importing our outfit animation with shadows for different scenes and then on each scene using proper outfit to so shadow will cast on floor (background ) correctly. But i wonder is there any other option to create cast shadow from character or object then only when importing our outfit animations?

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  • #17, by afrlmeMonday, 01. June 2015, 15:21 9 years ago
    I guess it would be possible to create a faux shadow using another character which contains multiple outfits of shadows that mirror the playable characters animations. I think it would be a bit too much work for most people though.

    As for 3D character models. It's possible to generate shadows from & on the characters during runtime, however I don't think the shadows look that good in combination with 2D backgrounds because there's no hard surfaces for diffracting the light / shadows, so what you end up with is shadows unrealistically floating on top of / across scene objects & backgrounds.

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