wesleyjohnson
Member
Posts: 486
Registered: 04-09 |
Using GIMP to produce PNG sprites (which are then converted to ppm).
The idea that this could be quick and simple because it would just be a flaming head furball, has been proven wrong.
Try 1: lacked depth, like poster board
Try 2: Gave it depth using size and blur, but freedom of movement of all those heads makes it look like one head with large frantic orange hair.
Try 3: Have plotted position of seven heads for every frame, with size, direction, and amount of blur.
Has too much blur (heads merge into one orange blur), too much open space, bits of ball mesh is being removed by GIMP alpha threshold. Efforts to protect mesh is giving overspray artifacts.
Try 4: Ball mesh preforms merged with unblurred copy to protect them against final alpha threshold operation.
Gave ball mesh some emphasis (which shows up as thickness) to give it depth. Increased size of secondary heads and much less blur on them.
Try 5: Moved some head farther apart because they keep impinging on each other. Death sequence changed to burning mesh with most of the heads going into some yellow/black portal hole.
(As this is source of an indefinite number of heads, either they are cloning in there, or else the ball implements a portal that brings in more heads).
Last edited by wesleyjohnson on 04-11-12 at 20:52
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