I was planning to use pre-rendered 3d models for the units in my next game.
To be honest though, it took a lot more time and effort than I was expecting, and I'm not really happy with the end result - think I'll abandon the 3d approach
This is my attempt at a medium (or possibly heavy) tank.
I really like that. If you want it to look more realistic you could change the material properties a bit so it looks less like it's made out of paper (which makes it great in my opinion)
Looking nice, I like it. I am also working on a similar technique (pre rendered isometric sprites) for a micromachines style game which a few people on here have seen my work (engine + graphics).
Either way I like this tank as it is right now! Got a nice cartoony feeling to it... but yeah, the texture looks a bit like paper, too soft! It could be more shiny.. or maybe have some scratches on the edges! scratches on the edges always look good!.. perhaps some subtle rusty texture, there's tons of rust textures on Google, you could try overlaying those and see what happens!
@Everyone:
Thanks for the nice comments and suggestions.
The plan was for something semi-cartoony, like "Batallion Wars" - unfortunately, I'm nowhere near that good.
@Hagar:
Cool - I'm looking forward to it. I love micro machines.
@OMC:
I'm making a 2-player turn-based strategy (sorry RTS fans).
It was originally going to be for the Retro competition, so I designed it such that I would be able to make it in just a few days - I've cut out the grid-based movement, pathfinding, AI, damage tables, online stuff, etc.
Unfortunately, the rules were too limiting, so I'm just going to try and give it some half-decent graphics instead.
Units have a basic 8-direction/racecar movement, and use a fixed number of Time Units per second while moving (obviously they move slower over rough terrain).
To attack, you just hold down the mouse button to aim, and release it to fire. The longer you spend aiming, the more accurate the shot will be, but the more TUs you'll use. There'll be a circle to display the radius around the target, where the shot could land. Reloading will also cost TUs.
I think it's a bit like "Ring of Red".
Capturing flags will give you money; capturing factories will let you deploy new units; capturing the enemy HQ means victory.
That's basically it.
@Don Luciano:
It took most of the afternoon. which is way longer than I wanted to spend on it.
@Someone who knows about 3d modelling:
Is there any way to make parts of single face more shiny than others? Like some kind of shininess map that you apply like a texture? For example, if I wanted to make a dice model, how could I texture a simple cube, such that the spots are more shiny than the background?
I know it's not possible in the software I use (Milkshape3D), but maybe in another freeware app?
That would be *so* useful.