Search found 39 matches

by Pirateguybrush
Thu Feb 23, 2012 5:03 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

Look through the thread. Yes, we have. We've not tested how far we can push the polycount yet though.
by Pirateguybrush
Thu Feb 16, 2012 7:03 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

The problem with round arms is deformations. As the models are made of components and don't actually bend, a rounded arm will give convex elbow-pits, which looks weirder than the flat ones a rectangular ones give. That's why I'd suggest we keep a more "paper" look for the bendy parts, and ...
by Pirateguybrush
Wed Feb 15, 2012 3:43 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

Looks good blacks, but you should take Jacky's comments on board. Have a look at what Darxen's been doing, it's not just smoothing. Still, happy to have you on board, and I'm sure you can help with other characters (Darxen has almost finished Manny). Jacky, that looks great. Are those details on the...
by Pirateguybrush
Fri Feb 10, 2012 7:46 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

Head is looking much better. Maybe drop the point on top just a little bit (closer to the original), and scale in those cheekbone structures a bit more. But good work. I didn't realise you had changed the hand pose. The fingers need to come into that more natural "relaxed" pose. I know I s...
by Pirateguybrush
Fri Feb 10, 2012 10:42 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

Don't touch the hands. They have to be as close to the originals as possible, while making them look just a little more boney and 3d. When they're being animated, they will look fine - but if they are adjusted into a better default pose, it will screw the animation up. The head looks a bit better no...
by Pirateguybrush
Wed Feb 08, 2012 8:26 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

Plug: Code tricks won't fix the dated models. They need rebuilding. Images can't be upscaled nearly as well as 3d sprites. It's a technical limitation. The textures need to be massaged by hand, applying one filter to all onscreen textures wouldn't look great, and it would mean a lot of extra process...
by Pirateguybrush
Sun Feb 05, 2012 6:06 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

I would suggest a few more edge loops, to smooth things out a bit more. The overall direction looks good, but it's not a huge step up in polycount.
by Pirateguybrush
Wed Feb 01, 2012 2:03 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

I remember I had to change some "o"s to "g"s in a text editor or something as well, didn't I? Also I'm not sure the student version will let you export, will it?
by Pirateguybrush
Tue Jan 31, 2012 7:34 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

I just took a look. It looks great (though I think we could still up the poly count significantly), and I like the way he's done the sleeves and hands in particular. That said, it's not going to be suitable. Here's the reasons why: There was an issue with the exporter that I was working out with cpl...
by Pirateguybrush
Mon Jan 30, 2012 10:47 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

Not to mention that would entail some quality loss.
by Pirateguybrush
Mon Jan 30, 2012 7:21 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

I'd imagine that might be harder than it would seem. You'd have to tell Residual to read the video from one file, and the audio from another.
by Pirateguybrush
Mon Jan 30, 2012 9:21 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

If you check the discussion/history of that wiki page, you might be able to track down the person who wrote it, and ask them for help. You need to register to view those though, and registration is closed. You need to contact this guy to register. http://wiki.multimedia.cx/index.php?title=User:Multi...
by Pirateguybrush
Mon Jan 30, 2012 6:32 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

Do we need to extract the audio? As long as it remains in the file, the engine should play it.
by Pirateguybrush
Mon Jan 30, 2012 5:06 am
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

Yeah, it's not like it will be useful data without the game anyway.
by Pirateguybrush
Sun Jan 29, 2012 7:22 pm
Forum: Grim Fandango Deluxe
Topic: Grim Fandango Deluxe - Original Thread [Locked]
Replies: 558
Views: 734461

Those look great, especially considering the source. As for sharing Grim assets, what exactly counts as an asset? If we're going to upgrade the models and textures, for example, are they considered assets if they're based on the original file? After all, they're the same characters, and the same tex...