Alrighty, will try to get this one to the end…So, no matter how far those good old (s)NES days are, i still remember that those fx seemed awesome, which means that’s it’s actually not only about sprites resolution) Here are the snippets from several NES games…I think i’ll make several projectiles and maybe one big fx…will see. By now, some refs from the well-known games ( from left to right : Contra , MegaMan 2,3, Metal Storm , Metroid )
Current status : final result i came up with^^ I used original SNES resolution 512x448
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So, started out with a simple sphere-like sprite…thanks to composite network in Houdini , ( and a quantize node ) getting 16 colors is fast and easy)
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Nice to see a useful COMPS approach to texture filtering
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Made some modular environment stuff…just to place fx in)
Tiny update : made some variations to the projectiles…still not quite happy with the result. Probably contrasts play much bigger role in such scales
Decided to add a pre-phase to the main one…like when you have to destroy the shell before getting to the main fight…Hope to finish all env. details tomorrow…and finally get to fx))
Ok so the beginning is probably done…the whole odea is to reveal the…head after some kind of lightning…withought fx so far but…had to start with smth.
So finally brought it all to Unity…and assembled the 1st phase , there is still a bit of time so i think i’ll try to finish 2nd pahse tomorrow and then polish the whole thing
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Alright , so i made some tweaks to the projectiles sprites, added some kind of explosion and added a transition phase…hope to finish it all by the deadline
So finally got it all together…somehow i’ve spent more time on the scene then on the fxs’ itself , but i think it’s fine So the overall approach in making sprites was the same : get a render or a bare texture in Houdini COP’s , added stuff i wanted and then make sure to quantize it at 1/16’th ( just to get the proper grading ) and then bring it to unity and…that’s it. For the opening and transitional parts i’ve just used rendered frames.
For the environment i used ZBrush with Maya ( for lighting and scene assembling )
And for unity…that’s just a scripted activation / deactivation of certain objects