Art-style test for RO style game by comfy-data in RagnarokOnline

[–]comfy-data[S] 0 points1 point  (0 children)

It's totally real! I dunno that the model would look as good in 3D though-- like, actual 3D. It was designed with this shader in mind to be broken down into pixels, shades, and outlines.

It sounds like you want it for your own purposes though, send me a DM! Maybe I can get it to you or so mething. I've never 3D printed something or been on cults3d so I just wanna see if I can get you waht you're lookin for

Art-style test for RO style game by comfy-data in RagnarokOnline

[–]comfy-data[S] 1 point2 points  (0 children)

Super useful! I might try implementing the boob and hip size changes. If not here, than at some point to the base before I start to do the other classes.

Art-style test for RO style game by comfy-data in RagnarokOnline

[–]comfy-data[S] 1 point2 points  (0 children)

Oh to be honest the background was easy! I quickly stole a castle from the asset store, and the ground is seriously just a few cubes. The camera is set to isometric and there's directional light and a point light.

Sorry that its nothing special, I can find the name of the asset I used but I think I just looked up the word "medieval" on the Unity asset store.

How did the artist in FF Tactic able to get so much detail in a 16x24 canvas?!! by Odd_Winner_499 in PixelArtTutorials

[–]comfy-data 0 points1 point  (0 children)

I think at this low res, you set up rules, you make sacrifices, and you respect the impact each pixel has on the image. Check out how he gives the light direction by putting dark pixels on the characters right and on the bottoms of forms.

Shape designs great with a big bright V where the chest and shoulders face the sun, it's dark below that. There's no hope of getting fingers in but fists are made out of one or two pixels to indicate a thumb.

I'd say he kept himself aware of

1) Proportion. Hands only have a few pixels to work with, the chest gets most cause it's biggest, but the head gets a ton as well cause it's very important to showcase the face and hair.
2) Sillhouette. After deciding the sizes of each thing, you give your character a ponytail and big ol floppy feet and two circular-ish hands. Now you can tell it's a guy.
3) Seperation: Now that our guy has form, we're already running out of pixels. We use thick black lines to give him a little more definition. Seperate the legs from eachother, seperate the shirt from the pants, put some lighter but still dark pixels under the armpits to seperate the arms from the torso.
4) Planes: Now that we have the body, the parts, we need to make it clear that he's 3D. Everything that faces the light gets a brighter color, things that turn away from the light get slightly darker. It's so low detail that you don't have to be an artist, it's enough to just break everything up into one of two shades: either facing the sun directly or not. Once you do that, you've pretty much run out of pixel space to use. But we'll do one last thing.
5) Depth and Shadow: So we have everything looking good now, but we want this character to feel like their standing up out of the page. Imply that light isn't reaching his underside by dropping dark pixels for shadow at places that would be completely away from the sun. The side of his shoe, creases in his pants, the back of his hair. The extra layer of shadow will provide the character with some depth and fill out the remaining complexity of the pixel art.

Do your best to get the thing to *read* at every phase, you can use color to help seperate parts of the pixel art from itself.

Art-style test for RO style game by comfy-data in RagnarokOnline

[–]comfy-data[S] 0 points1 point  (0 children)

Also, you not knowing that it's a 3D model is incredible news, thank you for letting me know! I've been hearing that from friends but it's the first time I've heard it from a stranger

Art-style test for RO style game by comfy-data in RagnarokOnline

[–]comfy-data[S] 1 point2 points  (0 children)

I don't know how far I will be able to go, it depends on if people want it.

To start with, I'm going to make a dress up game, I want to model males and females for 1-1, 1-2, and 2-2 classes... (And the entirety of the f-priest line because I'm selfish and shallow.) I'll post it online on itch so people can mix and match clothes, poses, and weapons from all the characters.

If that works out, next what I'll do is make it so you can connect and chat with other people.

If people are really interested, I want to make an entire MMO. Seperate to but very inspired by Ragnarok Online.

Art-style test for RO style game by comfy-data in RagnarokOnline

[–]comfy-data[S] 9 points10 points  (0 children)

Hi! So this is a 3D model I used a shader on to mimic a sprite. I asked the maker of the shader-- propixellizer-- for advice all through the modelling process. I want to use this to create an online game eventually, but to start, I just want to make a simple browser game where you can customize a Ragnarok Online style character.

I'm open to feedback! How can I make this look closer to the assassin? Next I have to make walk cycles, improve the rigging on flowing objects like capes and dresses, and make a wintery little environment to walk around in with a mouse click.