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2D Images with 3D packages?

Started by April 29, 2007 08:33 PM
10 comments, last by ramesh_7199 17 years, 7 months ago
Hi, If I want to produce some 2D looking images, for an animation sequence, how can I do it with a 3D software? Think Castlevania Symphony OTN, or something similar, I'm pretty familiar with 3D rendering and specialize in Maya, up to now I rendered my images simply from 3D models of them, but they look too 3D to be 2D. If you look at games like Castlevania, it doen't look like the characters were exported from 3D models. Is there any software that could animate/make 2D images? Thanks

You didn't come into this world. You came out of it, like a wave from the ocean. You are not a stranger here. -Alan Watts

I’m not an Artist but I think you could get better results using an orthographic camera and ambient occlusion instead of lights.
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Well there's vector animation like with flash... that's totally different than 3D art though. Other than that some 3D lighting setups and renderers (like a cell shading one) produce flatter-looking results than others.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Yep, there is the option of the cell shaders, and there is the option of rotoscoping. Rotoscoping is when you do your animation on top of an other animation or on top of a movie. It can be useful when you have rotations of complex objects (like detailed space destroyers) to animate. Or when you have movies of life action people as reference.
I usually use orthographic, deafault lighted scenes, with no shadows to produce an optimum 2D effect, and it works fine, but my problem is that it's so complicated to set up a scene. Again referring back to a game like Castlevania Symphony of the Night, a character is wearing a cape that moves as though with wind, performs several attacks from different stances etc. Anyone who worked with 3D will immediately realize that a full character rig, with IKs a fully modeled body, and some dynamic effects for cloth simulation is needed to produce the result. From what I can tell none of those 2D games where they use sprites for characters use those techniques, So I though there would be another way those characters were animated? Maybe they were hand drawn? I'm not artistically gifted so I was looking for a piece of software to handle the animation for me.

You didn't come into this world. You came out of it, like a wave from the ocean. You are not a stranger here. -Alan Watts

There's no reason you couldn't do that with sprites. And there's no difference between sprites and hand-drawn, the lineart for sprites is often hand drawn.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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Quote: Original post by sunandshadow
There's no reason you couldn't do that with sprites. And there's no difference between sprites and hand-drawn, the lineart for sprites is often hand drawn.


Doen't the drawing go on the sprite? I mean I load the drawing as a texture into the sprite? I'm not sure what you mean by using hand-drawn images, do you mean that the images that are used on sprites usually drawn by hand? Thanks

You didn't come into this world. You came out of it, like a wave from the ocean. You are not a stranger here. -Alan Watts

A sprite is just a set of images which are the frames of animation for one character or object. Usually they are pixel art and have transparent backgrounds so they can be overlaid onto a background, but neither of these is necessarily true. Any movie or animated image could be considered a sprite, and animated images can be created by any method you can use to make still images: hand drawing or painting, CGing/pixel art, vector art, photography (stop-motion or live-action), and 3D modeling/rendering.

Here's how I create a sprite:
1. First draw a concept of the person.
2. Make a list of the needed animations and get reference art for each.
3. Create a pencil test for each animation to get the motion looking good (as an animated gif, usually)
4. Add detail, ink or convert to vector, make sure it still animates smoothly.
5. Color all frames consistently
6. Shade all frames consistently
7. Check in-game to test speeds, transitions, interaction with other sprites.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Quote: Original post by sunandshadow
A sprite is just a set of images which are the frames of animation for one character or object. Usually they are pixel art and have transparent backgrounds so they can be overlaid onto a background, but neither of these is necessarily true. Any movie or animated image could be considered a sprite, and animated images can be created by any method you can use to make still images: hand drawing or painting, CGing/pixel art, vector art, photography (stop-motion or live-action), and 3D modeling/rendering.

Here's how I create a sprite:
1. First draw a concept of the person.
2. Make a list of the needed animations and get reference art for each.
3. Create a pencil test for each animation to get the motion looking good (as an animated gif, usually)
4. Add detail, ink or convert to vector, make sure it still animates smoothly.
5. Color all frames consistently
6. Shade all frames consistently
7. Check in-game to test speeds, transitions, interaction with other sprites.


the hardest part will probably drawing the frames by hand, but at least the pipeline is cleat to me, thanks :)

You didn't come into this world. You came out of it, like a wave from the ocean. You are not a stranger here. -Alan Watts

You're welcome. :) There are 4 things you can use to make drawing frames by hand easier: a lightbox so hat you can see one frame overlaid on another, a poseable humanoid figure made out of construction paper with brads at the joints, to help keep proportions consistent, a sprite file from an existing game you can trace over, and source images such as muybridge's photos or frames of a movie (try viewing with virtualdub).

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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