I am making some 2D games with sprite sheets.
Would it be easier to have a 3D model and simply take screen shots of the different angles /movements needed and this would replace sprite sheets.
I am thinking this could save many images being drawn. Is this a common approach?
3D view
That isn't an uncommon approach, and can be a very effective way of producing a good looking set of graphics if done correctly.
If you're able to create -- or to have created -- the 3d models you require then by all means give this approach a try. The main things to look out for are that you keep your projection angles and your scale correct so that the 2d sprites you produce from the models come out consistent. If you're going to be producing a lot of graphics this way you may also want to look into automating the process of producing your differently angled sprites from a model.
I'd suggest giving it a try with a relatively simple model to begin with so that you can compare the difficulty, cost and time-consumption compared to 'traditional' 2d spriting. You should then be able to make an informed decision as to which approach you would rather use.
Hope that helps! [smile]
If you're able to create -- or to have created -- the 3d models you require then by all means give this approach a try. The main things to look out for are that you keep your projection angles and your scale correct so that the 2d sprites you produce from the models come out consistent. If you're going to be producing a lot of graphics this way you may also want to look into automating the process of producing your differently angled sprites from a model.
I'd suggest giving it a try with a relatively simple model to begin with so that you can compare the difficulty, cost and time-consumption compared to 'traditional' 2d spriting. You should then be able to make an informed decision as to which approach you would rather use.
Hope that helps! [smile]
- Jason Astle-Adams
Hi,
If that is an uncommon approach then could you tell me what the common approach is? The amount of images on a sprite sheet can be vast for movements.
Are you in Seaford Melb as I have a property there?
If that is an uncommon approach then could you tell me what the common approach is? The amount of images on a sprite sheet can be vast for movements.
Are you in Seaford Melb as I have a property there?
Quote: If that is an uncommon approach then could you tell me what the common approach is?He said it isn't an uncommon approach.
Yes, I do live in Seaford, Melbourne. I'm going to move you to Visual Arts for this question.
But yes, I said it isn't an uncommon approach, I think it's worth your time to look into it further and possibly go ahead with.
But yes, I said it isn't an uncommon approach, I think it's worth your time to look into it further and possibly go ahead with.
- Jason Astle-Adams
I am seriously considering this approach too. I'm very good at classic pixel art, but it is very very time-consuming if I want to support a decent resolution, and besides I've always by far preferred realistic graphics to cartoon and animé anyway. My problem is that I'm bad with 3-D software. Blender was an absolute chore to learn and I gave up, and I felt overwhelmed with all the options with more professional tools like Maya. My friend suggested Cheetah 3D for a beginner, but it's for Mac computers.
Tell me, how much time does one need to train with 3-D software to be able to produce quality 3-D graphics that I could pre-render to use in a 2-D game. No complicated pre-rendered still-images you walk on with cool fog and reflexions like in Final Fantasy VII or Chrono Cross, just pre-rendered tiles and sprites like Diablo or Starcraft.
Tell me, how much time does one need to train with 3-D software to be able to produce quality 3-D graphics that I could pre-render to use in a 2-D game. No complicated pre-rendered still-images you walk on with cool fog and reflexions like in Final Fantasy VII or Chrono Cross, just pre-rendered tiles and sprites like Diablo or Starcraft.
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