I created a pixel animation of my character running for my game that I will use in the unreal engine at a later date.
The first step to creating the animation was creating the frames that would be used, because of the pixel style it took a long time and I had to keep a constant colour reference close by to do each section.Colour Reference I created and used for Gadget, my main character.
Below is each frame of the run cycle I made with full colour, it still has to be given proper shading but for now it’s completed.
I first created a basic walk cycle with the black outline version of the frames.
I then coloured the frames (which can be seen above) and re-created the animation in a different position to allow more movement, I also added a line near the bottom of the screen so I could even out the running and keep Gadget walking in a pattern without her feet going too low or too high
I created a larger version of my walk cycle by turning each frame into a smart object and transforming it into a bigger size so it was easier to see how Gadget, the character, moved.
I then took some of my previously made backgrounds and put them behind the walk cycle, covering the line and creating a better idea of what I want to do in terms of visuals.
Finally, I decided to animate the background and move it with the character so it actually seemed like a side scroller.
I decided to change the way the icon looks when in idle so it now looks like this
Six types of light source:
Ambient – Brightens all parts of the scene uniformly, useful for simulating a combination of direct and indirect lighting
Directional – Even illumination of a scene using parallel rays of light, useful for extremely far away sources such as sunlight
Point – Light radiates in all directions from a single point, ideal for omnidirectional sources such as a lightbulb.
Spot – Creates a cone of light in one direction, useful for beams of light such as flashlights and lighthouses
Area – 2d rectangular light shape useful for windows, ceiling lights but takes a longer render time
Volume – Light fills a 3D shape (sphere, cylinder,, etc) and is useful for a visual representation of the extent of the light
Reseach for Lighting
Key light – Main source illuminating the object
Secondary (fill) light – Highlights details of the object
Back Light – Distinguishes the object from the background
Intensity – How much light comes from light source
Decay How much light diminshes from light source
Cone angel – Width of the lights cone of influence
Penumbra angle fall off at edge of cone angle
Drop off – how much light diminishes at outer edge
Colour – Set an RGB colour for the light, affects colour of scene
Aim From/Aim At
Fall Off Rate
Non-linear fall off
All in One Control
Good ways to use light
Look to photographs for good techniques
Think n terms of balance
Avoid overly dramatic
Look at natural light
Avoid saturated lights and hues
Normally only need a few lights
Avoid disco and neon lights
Two types of Shadows
Three types of shadow effect
Hard Shadows – Harsh shadows
Soft Shadows – Soft, more realistic shadows with faded edges
Fall-out – Acts like a colour gradient, becomes lighter at top of shadow.
Shading is a combination of the basic material of an object and any textures that are applied to it.
Lighting a robot
We were given a model in a ile called arnol and told to give it ightigg, this was done by creating two area lights on the left and right of the robot.
We moved it with the W shortcut key to be a fair bit way.
We then put an overhead lighting
We then went to attributes and changed the exposure, which changes the lighting. As well as the temperature, which changed the light between a warm orange or a cold blue.