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− | ==Models==
| + | Current idea is to use Fledgeling-style geometry generation on nested structures to generate the graphics for each scene. This way, subsequent scenes can be rendered and refined based on common geometry... without breaking the artists! |
− | Still planning on making models of characters and settings.
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− | ==Texturing==
| + | We'll see what happens as far as pictures go. I'm probably going to post the plain text as placeholders for a bit before the visuals are in place.[[User:Ziggy|Ziggy]] 09:00, 25 May 2014 (CDT) |
− | Probably mono-color textures, perhaps with bump maps.
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− | ==Rigging==
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− | We should settle on a standard "human" rig to use. Something that is easy to pose fingers, feet, eyes, facial expressions, etc. | + | |
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− | Speaking of fingers though, do we want all the humans to have three fingers instead of four, in order to make it more cartoony and easy to use? Calvin and Hobbes does this. [[User:Ziggy|Ziggy]] 18:32, 12 February 2009 (UTC)
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− | ==Lighting/camera==
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− | The more I look into it, the more I realize that this is really an art form. I really need to find some books and stuff about this. What I'm talking about is the difference between any picture I take of nature and any picture some of my photography friends take of nature.
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− | At this point, Ambient Occlusion with a single scene key light works well.
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− | ==Post production==
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− | I'd like to render out frames and then compose them all in a non-image format. Something that will support text and text bubbles, and meta information. Each "page" or "scene" will have one or more images, and the text will be seperate, to allow easy searching.
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− | =Make it in Minecraft=
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− | This is another option. Just make the whole comic in Minecraft with screenshots. Good idea? Bad idea? Kevin and I are both interested. [[User:Ziggy|Ziggy]] 04:59, 21 May 2011 (UTC)
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− | or at least all the background. we could still use drawn or CG art for the actual people. ether wayit woud be a fun project to make twin world in minecraft--[[User:Zack|Zack]] 05:35, 3 June 2011 (UTC)
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Latest revision as of 14:00, 25 May 2014
Current idea is to use Fledgeling-style geometry generation on nested structures to generate the graphics for each scene. This way, subsequent scenes can be rendered and refined based on common geometry... without breaking the artists!
We'll see what happens as far as pictures go. I'm probably going to post the plain text as placeholders for a bit before the visuals are in place.Ziggy 09:00, 25 May 2014 (CDT)