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I like the way Diablo 2 did it, where they created 3D models then had a script render to create the animation frames at all the different angles. I did somethin
by Salgat 3y ago
I like the way Diablo 2 did it, where they created 3D models then had a script render to create the animation frames at all the different angles. I did something similar for my very amateurish attempt at a game, and it saved a massive amount of time.
http://salgat.blogspot.com/2014/12/new-2d-sprite-model.html http://salgat.blogspot.com/2014/12/new-2d-sprite-model.html
- nlawalker 3y agoAh, that reminds me of this post about Hades: https://steamcommunity.com/app/1145360/discussions/0/1864993755183591660/#c1864993755185620425 https://steamcommunity.com/app/1145360/discussions/0/1864993... Just insane amounts of work and data. There's a cool video they did about the part of the process that comes before that - creating the models from the character artist's 2D art. https://www.youtube.com/watch?v=cYJ6d1ifSqA https://www.youtube.com/watch?v=cYJ6d1ifSqA
- qingcharles 3y agoWe actually had it set up like that to start as we had some creatures built in Max, but the sheer amount of graphic data was far too much for the available RAM once you started added more beasties and some of them were the size of the screen. Switching to 3D gave us unlimited movement but bought us multiple other problems like low poly count, lack of solid integration with 2D backgrounds, and difficulties in combining huge 2D and 3D rendering pipelines.