Help with perspective of flooring

Started by danbuddle, Sun 02/03/2014 09:57:29

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danbuddle

Hi,

I've been slaving away in Graphics Gale to create a room.  This is the first time I've tried drawing pixel by pixel (in fact the first time I've tried drawing in any serious way at all) and I posted my first sprite a couple of days ago. Now I've got the hang of the software I've started building a room around that, trying to be as meticulous as possible. I have had issues with coloring but think I am just about managing to create a somewhat realistic sense of space but could use some help here also. However, I think I have messed up the perspective and I'm truly stumped.

As you can see below, this started out as a completely 2D venture with the fire place. However, to turn this into a usable room I had to stretch the wall out to give some floor space for a char to walk in.  Consequently I think I've created a sort of fish-eye effect with the image stretching away at the edges. So far that hasn't been a massive issue as I have kept everything pretty much flat. Sadly I am trying to finish off the picture with flooring (floor boards with a potential rug covering some of it) but alas I cannot get them to look natural. I think it is because I have bodged the perspective by mixing it up. I left in the outlines that I have been trying but as you can see they don't look right at all.


http://tinypic.com/r/2nq7712/8

Any help would be greatly appreciated for this and, also, feedback on how to improve the room as a whole.

Many thanks,
Dan.
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Babar

I don't think it is going to be looking natural like this. My suggestion would be lower the vanishing point so that there is almost no floorspace visible at all (the exits would be only to the left and right). For that, of course, you'll need to fill in more things on the top.

How tall is your character in relation to this background?
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Anian

#2
Okay, start off with one point perspective, sure it might be boring most of the time, but it's the simplest you can do. Before drawing anything final (having just a sketch), decide how the perspective will be constructed.
http://www.youtube.com/watch?v=7ZYBWA-ifEs

So this - lower the vanishing point (like Babar said), you need the vanishing point to mark about the ehight of the bellybutton of a character when the character is near touching the wall) and then draw the lines accordingly:
[imgzoom]http://i.imgur.com/XN9SLNJ.png[/imgzoom]
You now can see that the whole fireplace and the tv stand are much too big.

Also stuff like books - if they're left of the point then we can see some of their right side, the farther away they are from the point, we see more of their side (same thing on the right, the more they are away from the vanishing point, the more we see of their left side).

Now, be aware that where the lines on the floor meet the wall, they'll be most congested, so that's what you have to keep in mind, so you don't get a mess. Also everything that's parallel to the wall is horizontal, thus that tv stand wouldn't look like you drew it.

Extra tip 1:
You'll soon figure out that the farther the perspective point of convergence is from the actual area where you're drawing, the less extreme the perspective distortion will be.

Extra tip 2:
From a gamemaking point of view, be careful when deciding on the height of the horizon, because your character needs to do some scaling when moving farther or closer to the "camera" (from where we as a player look). If the horizon is high that basically means that the camera is more above the whole room, which in turn means the character will become smaller or larger in a different way than if the horizon is lower.

Dan, just keep practising,try to find tutorials on the web when you want to learn something or try to improve (like perspective, lighting etc.), you'll do fine.

p.s. you don't really have to "sign" your posts, it says on the side of the post who wrote them :wink:
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danbuddle

#3
Ah fantastic. I had no idea how thoughtful and skilled these drawing processes would be!
OK, so lesson learned I need to plan my perspective first. I have done this then in Graphics Gale to help:

First created a 640 x 400 layer (twice as big as I need) and marked out a 320 x 200 grid as my canvas.

http://tinypic.com/r/29caz9w/8
Then I am using the extra space to place a vanishing point  and some perspective lines on a separate layer.

http://tinypic.com/r/10iatxk/8
Then letting these guide my structure.

http://tinypic.com/r/33tteev/8
Then I can just drop the other layers out when I need!

http://tinypic.com/r/289m04l/8

I haven't created any characters yet (or anything for that matter!) but am I right in thinking that I can scale my character or give them another view for when I want to do something with a distant vanishing point?

Anyway, thanks for the video link and excellent advice it is much appreciated.
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cat

#4
When you put the vanishing point to the far left, you should use 2-point perspective (google for it, there are tons of tutorials on the web). This will help you to also get those lines that are going to the right side correctly (the top of the structure with the door looks off now).
What you will do is add another layer with a vanishing point on the right side. Since you figured out how to do the left side, this will be a piece of cake for you.

I like your progress and style :)

danbuddle

Thanks, I see what you mean. I think this looks more like it. Having fun with shading and highlighting now.  Any one know any particularly good tutorials for this? It gets well complex quick!
And thanks for your kind words. Spurred on I am!


http://tinypic.com/r/1ou23a/8
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Khris

The top balcony is above the horizon, which means we should see its underside:

[IMGZOOM]http://i.imgur.com/9hLEQm6.png[/IMGZOOM]

danbuddle

Oh know! Now my doors need to be shorter. I might just be able to get away with it if I lower the handles. 
Here's a my fixer-upper:

http://tinypic.com/r/5d6l8i/8

Thanks for that.
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danbuddle

Just a quickie to show the finished room.

Next time I will start with 2 point perspective from the off, so that should help. Could use a little feedback on the light as well and the concrete floor texture, really struggled with both of those.

Anyway. Thanks again for all your help.

[imgzoom]http://i57.tinypic.com/rm0myp.png[/imgzoom]
http://tinypic.com/r/rm0myp/8
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