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68

First of all, saving on work equipment is often saving at the wrong end. Giving your employees suboptimal equipment does not just hamper their productivity physically, it also hampers their productivity psychologically because they do not feel valued. But on the other hand, if you just ask your employees to pick out any equipment they want and don't give ...


40

Digital colors can be made up of three components: red, green, and blue. Combine these together, and you get final color, eg. yellow is 100% red, 100% green and 0% blue. The fourth component is, as you mentioned, transparency. Together, these form the tuple RGBA (red, green, blue, alpha) which represent an image. Now, instead of pixels, think about it ...


30

Laptop is a waste of money, everything else is acceptable. Ergonomic mouse and mount for tablet is a must. If he is going to be drawing for 8 hours a day, he will need it for health reasons. Large drawing tablet is also acceptable. It's easier to work with a large canvas. In regards to the laptop? Why? High end laptops are 4 times the cost of a high end ...


8

Donkey Kong Country or Abe's Oddworld Oddessy both come to mind as using 3D models to make 2D Sprites. That was from back in the day when computers were powerful enough to model complex 3D assets, but consoles and PCs were not yet able to display those high quality renders in real-time. The examples you could find of this are near limitless. The actual ...


7

If you work in a big company, there will probably be few 3D artists for specific tasks. One of them might be soft body modeller that will do characters and animals, etc. You can be level designer, make some fences, houses, rocks, perhaps lightining artist which is really crazy if you are good one. You can type in your portfolio that you are level designer ...


7

You can't give ambient occlusion to things when there is no light. After all ambient occlusion effectively simulates shadows. Add more light sources (and use shadows) If you add light sources to the game (lava, camp fires, mining lights, glowing mushrooms, etc.) you can go in and start giving things shadows which will make it seem more 3D and add details. ...


6

I can think of a few edge cases: Tech Artists are basically the people who work to bridge the gap between programming and art. The actual responsibilities of the role varies between teams and companies. One team might use a tech artist largely for building plugins for their art tools, another tech artist might be there who mostly does rigging, etc. You'll ...


6

A texture is a simple idea. You say you've tried some and they didn't look good. If you created the texture out of polygons would it look better? Or better yet, maybe try making the ground a flat plane made out of triangles, but vary the color of the triangles. Either use shades of green, or have both green and brown for grass and dirt, maybe white for ...


5

Alpha channels were actually invented by George Lucas's company Industrial Light & Magic (actually Alvy Ray Smith did most of the work while working there, who was previously employed by Xerox PARC - who we can thank for almost everything in modern computing!). Alpha channels, in addition to doing cool effects like transparent window, transparent ...


5

I found an efficient way to build a city fast (or whatever you're trying to build) is definitely to go modular, and make indexed fittings for your buildings. For example: Single buildings, referenced as A, B, C, etc... Signs, skins, etc. associated to each: Now you can mix and match to create a dynamic city quickly Of the approaches I've tried, this ...


5

It's possible. Perhaps less feasible. Many artists focus purely on modelling machines or architecture, for instance. Or characters. But for game designers, it's a bit different. You tend to need to be less of a brilliant artist and more of a generalist in order to cover different design topics. It does depend though on the types of games you want to be ...


5

Anything derived from using a CC-BY-SA licensed work should be distributed under the same license. This includes the edited image and the work it is used in. Since you are mixing it with other things (other images, music, code) to create a new work (a game), the new work should carry the same license. In short, if you use a CC-BY-SA licensed image to make a ...


5

The internet is full of copyright violations. Just because you see people posting 3rd party art assets doesn't mean that they are allowed to. You might wonder "but they didn't get sued, why should I"? Maybe SNK hasn't found out about the copyright violation yet. Maybe they can not locate the violator. Maybe it's not worth their time because the violators ...


5

Here's one method that works well: (Though I've done a bit of a quick & sloppy job of it here. Original rock texture from this site) Duplicate your 9-slice and offset it by one tile width (so the seam between the left & center tiles now sits over the seam between the center & right, or vice versa) Trim this duplicated layer to a narrow strip, ...


5

Consider using 3/4 top-down perspective. This is the look that most old-school top-down games used specifically to create depth. Some examples: Old Zelda games Old Final Fantasy Games Pokémon (even once they transitioned from pure pixel art) Binding of Isaac (Rebirth) is a good non-RPG example, it involves a lot of shooting: (the room walls aren't ...


4

There is an unofficial but extremely complete set of controller button images for several platforms here: http://opengameart.org/content/free-keyboard-and-controllers-prompts-pack


4

Firstly, a 2:1 ratio is not isometric. It is a similar-looking dimetric projection (where two of the three axes are equally foreshortened, and the vertical axis is slightly less so) Isometric projection is when all three axes are equally foreshortened. An axis-aligned square tile lying in the horizontal plane has an isometric projected width:height ratio of ...


4

Game sprites move over all kinds of different background together with other sprites. For that reason it is important to work cleanly regarding transparent and non-transparent parts of an image. When you create digital paintings or concept scetches, it is usually not that noticeable when you draw a bit over the outlines, don't fill the outlines completely, ...


4

Usually to render a large quantity of gird aligned cubes is to use a method known as "Marching cubes". Note: the main alternative is to use ray casting and voxels (point cloud data), which is less common in video games, however it is the standard in medical imaging. See also: A Fast Voxel Traversal Algorithm for Ray Tracing. You will see "Marching cubes" ...


4

If you want to replicate the aesthetics, you could try to replicate the process. Instead of trying to pixel your graphics in an image editor, hand-draw them with pencil on paper and then scan them. Use an image editor to convert brightness to alpha transparency so the white parts are fully transparent and the dark parts are as opaque as they are dark (how ...


4

When making graphics you, usually, want to be able to layer a lot of assets. The more you can layer the richer the image is likely going to be and the more exciting it usually is. How much power one needs depends a lot on style, user and art direction. However, I would like to point out that you do not want your artist to be hardware constrained under any ...


4

it has traditionally been a brutal algorithm to force your computer to perform. This may have been true when the Elastic Reality software you link to was created in the mid-90s. Back then CPUs were measured in MHz. Today, even your phone is likely 10-20x faster than this, with double to sextuple the cores, not even counting the graphics acceleration ...


3

None of the other examples explain why it's alpha, though. It's from the expression in Alpha Compositing: where Ca and Cb are the two input colour values and Co is the output combined colour. Varying the alpha between 0 and 1 varies the colour between front and back composited images. (Image processing also has "gamma", but not "beta" as far as I know)


3

TexturePacker installs a command line tool with the standard installation. You have to set the path to find it from command line. A description about how to add the path can be found here. To reach the command prompt: Click the Start button Picture of the Start button. In the Search box, type Command Prompt, and then, in the list of results, double-click ...


3

Vector graphics are completely resolution-independent. Which means you can always scale them up as much as you like. There are no resolutions which scale especially well. Vector programs like Inkscape use the px unit, but that is only the same as the output size if you output as 90 dpi. In any other case, the image will stay completely sharp, but the pixel ...


3

http://creativecommons.org/licenses/by-sa/4.0/ according to this website you can use it commercially but it needs to have same license, see the sharealike. i don't know about game but website will be i think totally legal, if you of course upload edited image with cc license but please ask someone else too. I'm not expert in licenses


3

When you don't want any problems with anybody, don't copy other peoples intellectual properties. Even when you assume you are technically in the right (fair use, notable differences and all), they might still sue. In most parts of the world, civil lawsuits aren't like criminal lawsuits. You won't get an attorney for free and defending yourself as a non-...


3

I believe the approach you're referring to as "3D bitmaps" or "voxel"(?) is found in some of the C&C series of games, specifically C&C Tiberian Sun. What they do is is make the units up out of a reasonably small 3D array with each voxel represented as a colour, and I think they then have a set number of frames (pre?-)rendered from that via part of ...


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