outer Posted December 7, 2013 Share Posted December 7, 2013 (edited) Ive almost finished learning advanced weight mapping in 3ds max for a personal project. After lurking around these forums, eventually making a few posts regarding sprites, suddenly realized making sprites is actually incredibly easy for anyone who already has access to military/scifi models and knows how to rig, map, animate and render. I am one such person, and will soon be rigging and animating my stuff for the personal project I mentioned. All I have to do is render each animation cycle out as single frame an boom there are your sprites Im certain Goldhawk used a similar process. The only issue here is I dont have access to the original models/textures, so any new sprites would either be from my personal collection or community supplied. I also wouldn't mind making new simple low-poly models specifically for you guys as long as there not a bitch to rig, map an animate. If all goes according to plan, we could see a substantial number of new custom sprites for weapons, vehicles, armor and enemies. At that point I would step back and let you guys handle the code work if you were up for it. [edit] Post process of the renders should also be fairly easy when using a Batch Process in Photoshop. http://howto.wired.com/wiki/Batch_Process_Images_in_Photoshop Edited December 7, 2013 by outer Quote Link to comment Share on other sites More sharing options...
lemm Posted December 9, 2013 Share Posted December 9, 2013 I don't think that there are any sprites that have a shield in one hand and a free secondary hand, if you're looking for something to make. There are no sprites for the predator armor holding a rocket launcher, either. Quote Link to comment Share on other sites More sharing options...
Chris Posted December 12, 2013 Share Posted December 12, 2013 There is a shield / unarmed combination already. You'd do better creating new aliens than Xenonaut units, I'd have thought - people love new enemies. We created our sprites by rendering a 3D model from 8 different cameras in Maya at 480x480, then batch processing them in Photoshop to add a 3px (I think) black outline and then shrinking them down to 120x120px. Then you need to use Playground SDK 5's Filmstrip tool to create spritesheets from the animation sequence. It's a pretty long and involved process, to be honest! Quote Link to comment Share on other sites More sharing options...
StellarRat Posted December 12, 2013 Share Posted December 12, 2013 (edited) Ive almost finished learning advanced weight mapping in 3ds max for a personal project. After lurking around these forums, eventually making a few posts regarding sprites, suddenly realized making sprites is actually incredibly easy for anyone who already has access to military/scifi models and knows how to rig, map, animate and render. I am one such person, and will soon be rigging and animating my stuff for the personal project I mentioned. All I have to do is render each animation cycle out as single frame an boom there are your sprites Im certain Goldhawk used a similar process. The only issue here is I dont have access to the original models/textures, so any new sprites would either be from my personal collection or community supplied. I also wouldn't mind making new simple low-poly models specifically for you guys as long as there not a bitch to rig, map an animate. If all goes according to plan, we could see a substantial number of new custom sprites for weapons, vehicles, armor and enemies. At that point I would step back and let you guys handle the code work if you were up for it. [edit] Post process of the renders should also be fairly easy when using a Batch Process in Photoshop. http://howto.wired.com/wiki/Batch_Process_Images_in_Photoshop Can you finish the firethrower animations so can roast our enemies? That would be awesome! Edited December 12, 2013 by StellarRat Quote Link to comment Share on other sites More sharing options...
Gijs-Jan Posted December 12, 2013 Share Posted December 12, 2013 For those really interested in going this route: You can probably replace Playgrounds Filmstrip Tool by either: - LibGDX's Texture Packer, analyze the .xmls used in the files and write your own output format. (Easy task for those with knowledge of Java) - CodeAndWeb's TexturePacker; and use it's option to create a custom exporter. Quote Link to comment Share on other sites More sharing options...
relkin43 Posted December 16, 2013 Share Posted December 16, 2013 so I've read scuttlebutt about a mech that never got animated :3 Quote Link to comment Share on other sites More sharing options...
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