Tuesday, 13 April 2010

What?? HD art for iPad?? Oh.....Erm... right then..

I've been rather busy of  late creating, converting and tweaking various art assets for inclusion into Blobbit iPush. Some via Unity as rescaled sprites, others taking the form of  new 2D & 3D art, not bad! One thing I didn't really want to do just yet is take on the seemingly mammoth task of up-scaling the original game art to iPad and HD resolutions. Arghhhhhhh!!!

Ok well perhaps that's a bit of an overreaction but with a looming deadline for the iPhone version on the horizon and time at present being very precious for me a bit of thinking was called for.  Ponder, ponder...

Here's a tree from the Sand Sludge Bog level, or to quote from me book, a G'Wahlah'lahlah tree. This version is from the original Web game and was drawn in ProMotion a few years back in good ol' retrotastic pixelvision.

Now then, how do I get that scaled up from 25 or so pixels to something that is probably going to push 60 to 100+ without loosing definition and quality? Scale - No. Apply some fancy filters - No. Vector art the sucker - Yes!!

So after a short fiddle with me Wacom pen and a few reference pixels I think I've sussed it.

Not only does the new version look clean and crisp it is also totally resolution independent meaning I could use it on the iPhone version too if need be. Niiiice!!!

(Shadow edge is pants, I know) lol

Thursday, 1 April 2010

A little test anim to pass the time today

I've been experiencing a few problems importing some anims into Unity from Blender recently and decided to take some time out from the hair pulling with this being the result.

Bit flakey around the edges but not bad methinks! Now I know how to use the 'node' editor in Blender the possibilities are quite staggering . A few tweaks here and adjustments there will yield some quite nice results I reckon.

The more I use Blender the more I love it!!

Visit the Hobeka shop to buy some cool stuff... Pixeltastic!!!!

View more personalized gifts from Zazzle.