![]() The SVG stuff is just an option available to you, in case you're anxious to see the character come to life ASAP.Ĭlick to expand.Yes. I'll trace it myself when I've finished a few other things (most importantly: technical documentation for a recently-released Loader mod).Īs I mentioned earlier, you've already earned huge points in my book because the reference image that you posted is absolutely ideal and it greatly simplifies the remaining work. If you're not comfortable doing the vector work, or you try it but find it very boring, or you can't spare the time, or you finish it but then your computer explodes, that's okay. And also you might learn a somewhat-useful skill in the process you can add "Some experience with vector tracing and Flash animation" to your resume :) If you do so, it will push this item further up on my "to do list" and your request will be finished sooner. Tracing isn't fun I'm asking you to do it anyways. One of us must put in an hour or two of work (note: an expert tracer could probably get this hair vectorized in less than 20 minutes). In order for the hair to become a Flash object, its component shapes must be traced. The chief benefit of vector graphics is that it allows us to have highly-detailed images with very small file sizes. Actually, my request was "please open up the PNG file in a vector-graphics program (such as Inkscape), crop away the non-hair parts, and then trace the paths by hand with the overlapping parts split out onto multiple Layers of the drawing." The resulting file should be only a few dozen kilobytes. It's not that "I need this exact same raster image, but packaged up inside a SVG file with an auto-trace operation run on top of it". If we shrink it down to fit the SDT head template then it would be shorter than some of the anime hairstyles that already exist.Ĭlick to expand.Oops - you misunderstood what I was asking for. But the MLP EG characters are super deformed the hair is only 2.5 "skulls" tall. If you scale it to her body then yeah - it's ridiculously large. If I need to do the tracing myself then I'll treat it as a low-priority item - I'll still do it, but there will be an additional delay (at a rough guess I'd say 2 weeks extra). "I'm bad at art" usually means "I can't draw." But that doesn't mean that you can't contribute! Have you ever tried vector tracing? If you can get me an SVG of that deviantart image then I could quickly fit it onto a template and rig the dynamic parts of the hair. extending to lower back rather than buttocks, and reducing the thickness) while retaining the original colour scheme and the general design? Or would you prefer to see a more faithful rendition of the character, even if it tends to misbehave during gameplay? Thornytowers - what's your preference here? Would you be okay with scaling down the hair (e.g. Not the outfit, or the facial details though that's not my department. Compared to most of the garbage that we see on the request board, this thing is goddamned beautiful. Full profile, high resolution, limited colour palette, includes highlights, character is in the correct posture, shows outfit as well as hair, no foreground clutter, no irrelevant background to crop out, no JPEG artifacts. I'm inclined to be generous to thornytowers because the reference image that he linked is almost perfect. You could avoid collision by assigning it a gravityAngle of 20-30 degrees, but that would look artificial - the hairstyle appears to be a loose mass of curls, and there's no reason why it "ought" to hold itself stiffly away from the character's body. It would still be uncomfortably thick, though - you'd inevitably get clipping with her shoulders, back, arms, and buttocks. If we shrink it down to fit the SDT head template then it would be shorter than some of the anime hairstyles that already exist.
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