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  1. #1
    Inna Check-Mate State Antwan's Avatar
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    I would go crazy if I could make that stuff though.
    If you're not planning for a game why restrict yourself that way?
    Just sayin!
    If you're setting it up for success however, then I would get it.
    Not trying to down on you just saying go nuts if it hits ya.
    why not?

  2. #2
    Amateur Flucker wrayayrton's Avatar
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    i have to work a lot and other times bouts of creative block and psychotic depression keep me from really working on this stuff like i oughta but i feel like if i keep everything in the same project folder, eventually i'll have enough crap to actually call this a project or at least make a pretty looking kickstarter :P

  3. #3
    Inna Check-Mate State Antwan's Avatar
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    Right on. The depression bit sucks.
    If you can play nice with others though it wouldn't be impossible.
    Get a team together, maybe even consider the indie studio route.
    Set some goals, work on one at a time, achieve the dream.
    Not to say it would be easy but effort/work ethic, and continuance/consistency would be key.
    I think it's fair to say with anything you want done..
    To plan it out and see what all it would take will make or break your passion for it.
    Might take more than one try, have fallback options.

  4. #4
    Amateur Flucker wrayayrton's Avatar
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    which shader do yall like best?

  5. #5
    Der Mohn Tintenfisch PoppySquidJr's Avatar
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    Quote Originally Posted by wrayayrton View Post


    which shader do yall like best?
    Cel Shade w/ Bumpmap 2 would be my vote, but the models and textures would need to be largely redone to accomodate any kind of cel-shading. Cel-shading only looks good when the entire game (or animation, whatever) is completely designed around it. For cel shading you'll want very simple, clean textures compared to normal. Look at:

    Legend of Zelda: Wind Waker
    Jet Set Radio (and Jet Set Radio Future)

    Even Borderlands has simple textures to accomodate its cel shading, albeit more detailed than the other two
    The artist formerly known as Luft

  6. #6
    Amateur Flucker wrayayrton's Avatar
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    tbh that's kinda what I thought looked cool is the combo of celshading with realistic textures. I will continuously be updating the character models and may go for more low-poly versions with less photorealistic textures but I like the scenery as is. If I was to make lower polygon more basic chararacters however, It would probably drive more simplicity into the animations and scenery too and idk if thats really what I wanna do for a PC skateboarding game centric around realism. jet grind radio looks cool but it is in no way based on realism.

    the most important moments I hope to capture is the satisfaction you get in skate and ssx as you see a really complicated line or string of tricks barely landed, then go in and look at the fabulously animated replay from all angles. but hopefully the moment will be more satisfying due to the string of failed attempts preceding it

    even if i keep mental ray mode, I'm gonna have to do lower quality preview viewport renders just so my computer doesnt have to shit itself every time I try and render out an animation

  7. #7
    Der Mohn Tintenfisch PoppySquidJr's Avatar
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    Quote Originally Posted by wrayayrton View Post
    tbh that's kinda what I thought looked cool is the combo of celshading with realistic textures. I will continuously be updating the character models and may go for more low-poly versions with less photorealistic textures but I like the scenery as is. If I was to make lower polygon more basic chararacters however, It would probably drive more simplicity into the animations and scenery too and idk if thats really what I wanna do for a PC skateboarding game centric around realism. jet grind radio looks cool but it is in no way based on realism.

    the most important moments I hope to capture is the satisfaction you get in skate and ssx as you see a really complicated line or string of tricks barely landed, then go in and look at the fabulously animated replay from all angles. but hopefully the moment will be more satisfying due to the string of failed attempts preceding it

    even if i keep mental ray mode, I'm gonna have to do lower quality preview viewport renders just so my computer doesnt have to shit itself every time I try and render out an animation
    The problem with high detail textures with cel shading is that it makes the cel shading look like a crutch for subpar graphics, even if it isn't. Cel-shading is meant to be used as a stylistic choice to lighten the GPU load on a game, but generally speaking people find cel-shading with realistic textures to be really muddy and gross (just look at the new Tony Hawk game's recent attempt to use cel-shading)

    That being said, simpler textures, models, and overall graphics have absolutely zero impact on how realistic the animations would have to be, that's only if you change the actual proportions of the limbs and such. Many 3D Indie games, for example, focus on highly detailed animations to compensate for the graphics being literal stand-in graphics and simple templates.
    Last edited by PoppySquidJr; 09-08-2015 at 11:50 AM.
    The artist formerly known as Luft

  8. #8
    Fluckin' Hatchling Antex's Avatar
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    The celshader no bump higher contrast looks awesome, gives off a borderlands feel.

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