My best Gfx Art is a Dot in a space .
Drawing this stuff has a lot of technical paths that it is a matter of practice and time. Anyone can do it.
So can you provide the steps in 3d to animin a video ?
A how to make a 2d anim with 3d and the workflow For ?
How much image i need for a cool looking animation
In a video is a bit hard right now as recording is work, but I hope if I journal enough info here I could do it in the future after the game is done.
Yep, the idea for this game is to use the minimal possible number of animated frames. Few examples:
.the players and creatures usually alternate 2 frames when performing.
.the objects usually have 1 frame explosion
Other things have a broader frame number, very few things a high one.
.the ´fx before a power up shows up´ has 5 frames.
.collecting stuff usually has 4 frames.
At the end it will look ´cartoony´ and take a shorter time to produce.
I also don´t want transparencies as I want the 16bit look. So alpha, only on or off (the pink color).
The cool looking animation can have from 2 to eternal frames. I like the very fluid animation you have on some parts of animes (Akira for ex.) and you also like the parts with very few caricatural frames. Sometimes I think I could do with more animation frames on this game on a few more situations, but best not wonder much if you are wearing lots of hats.
Current workflow is more or less like this:
.references
.layout (with references, or pictures, or hand draw scan or tablet, or 3d, etc)
.final art
Usually done on the likes of PAINT, GIMP and PHOTOSHOP.
The animation can´t be really tested on those so I usually leave to check and fine tune animation in code.
Let me use the tricycle as an example:
1.The preferable reference is the tricycle from the race between worlds on MAGIK POCKETS (amiga). I love that one and the sound!
2.Using the source image as a layout, I modeled a 3d one using primitive shapes, nothing fancy. There are some modifications and interpretations but they are very similar.
3.I prefered here, to render the image with a more exact final size in game, about 48x40 pixels. 3d packages don´t quite like pixel art, so after setting off antialias, this is what came out.
4.Fix all anomalies on a paint package, you only actually need a pixel brush and zoom. PHOTOSHOP is really overkill. Position your frames for GLB to read and done!
You can check these advices from Derek Yu:
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorialFor the majority of the art, instead of a 3d input, I used photographed hand draw or did on the tablet. If drawing is not your thing, you can do with basic shapes, like lines and circle to get to a good start. The 3d tricycle is pretty much a bunch of tubes with colors.