Well, I usually don't use vanishing point system.
With this case, I decided to give it a try... did I get the perspective right? *sigh*
Any other suggestions, and C&C is also welcome.
Here it is.
(http://www.terran-x.com/increator/police.png)
Scaled version too
(http://www.terran-x.com/increator/police.png)
I'm especially clueless what to do about striped wall far back: the intensity of stripes is the same that the wall in foreground has, yet it's wrong. But resolution restricts me to change this.
Pic needs plenty of extra details, but main part is ready.
The computer screen looks a strange. Not sure if it is in perspective. Is it supposed to be turned a bit?
For the back wall, perhaps you could blur it slightly? (Don't take my word for it though, I am not even as good as you).
What is it with desks in adventure games missing chairs? ;)
anything that isn't aligned on 90 degree angles in such perspective shots can have it's own two-point perspective, but the points must be on the same horizon level, and they must be placed in accordance to the object's shape. Here's a top down of that room:
(http://www.sylpher.com/helm/top.gif)
You can use the places where the imaginary lines interject other solid objects in the scene, to test if your eyeballed computer screen is placed properly. This is all however, very nitpicky and nobody cares unless they've got emotional and psychological problems. In the same vein the top of the cabinet 'looks' too low. Needs to be more straight.
This background looks however, in my opinion, awesome.
Very excellent. Reminds me a bit of PQ-VGA. I actually prefer this one, in fact.
Seeing the burn on the cabinet and wood panels is a bit distracting. I thought it might just be in the small version but in the 2x version it's the same. Maybe some more subtle tones? If the file cabinet's painted, it'll probably have more even tone changes. If it's highly reflective or metallic, then it would tend to have more reflections from the surrounding objects.
The map on the wall I'd like to see in less-saturated colors but that's just my preference.
I like the vertical striping. I don't think a blur would be the way to go, it'd fog up your great detailing and might just look out of place. You've paid a lot of attention to putting the stripes closer together as the view recedes and the back wall is already at closest tolerance (every other line). Maybe the middle wall could have a little bit more spacing there? Comparing the left wall to the right, it seems like the lines could be a little further apart.
The PC is fine. It'd be nice if the keyboard were tiled upwards a bit but that'd be hard to do in low-res without making it look awkward. The monitor looks to me like it's tilted towards the center of the desk from the far side of the desk so if that's correct, it's spot-on.
I'm only being nit-picky because it's the Critic's Lounge. You could very well leave this as-is and it'd be on par with professionals. Excellent, excellent stuff.
Looks superb!
I agree with the yak about the burn on the wood and file cabinet. I think the problem with it on the panelling is that it's continuous across panels. You wouldn't expect that if it was variation in the wood, and it's too random to be lighting differences.
For the cabinet, it's too blobby, and makes the side of the cabinet look highly rippled.
I'd put a line of white pixels across the top of the monitor screen to thicken the casing slightly there. And I didn't recognise the keyboard.
Perhaps the side of the desk opposite the window should cast darker shadows on the floor.
You have great lighting on the walls and floor, but on the ceiling it's as if the foreground wall doesn't exist.
As far as making it a background goes, there's not much space around the desk to get to the file cabinet, and the exit isn't very clear.
Gee, that was some helpful analysis... Gives a lot to think about.
QuoteWhat is it with desks in adventure games missing chairs? Wink
Not this time. Not this game. Here, the character comes along with chair mounted to his ass :D
(http://www.terran-x.com/increator/officer.gif)
Actually, this guy isn't sitting behind the desk, but in front of it - the real owner will be at the other side... I imagine old and fat police officer with bald head and moustache :P
Quote
As far as making it a background goes, there's not much space around the desk to get to the file cabinet, and the exit isn't very clear.
The - room of course - continues downwards, yet player never sees it. But as walkable areas go - there is only one, and pretty limited one. It's a room for just a cutscene where police will chat a bit with the main character. So player never has chance to wander freely around in this room. (I'm starting to feel that it's a waste :-\)
Exit? I planned to put a door onto far back wall. Well, half of it should be visible.
Quote
The map on the wall I'd like to see in less-saturated colors but that's just my preference.
This is a great idea. Actually, I had something similar in mind, and made so map itself has only 90% of opacity, but I couldn't decide what really needs to be changed here. Now you spelt it out - 'saturation'! Good.
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I've never been too fond of simple, boring colors, so I think I'll burn/brighten each wood panel just separately and a bit less, maybe. Same goes to cabinet, yet I'm not really sure how to do that :-\
Thanks so far, guys. I'm getting alot better vision of the final product now.
you should add a Trash Bin and a ohine, oh and if it is an office, you should remove maybe the map and use glass instead
...
ohine?
This is first time for me hear such a word.
(http://sylpher.com/kafka/junk/phone.gif)
quite a typo, I must say
thanks MrColossal :)
yes, i ment Phone :D
but like i said, you should remove some of the wall and put glass instead
EDIT
here is an example of what i mean:
(http://www.simnet.is/elinnils52/ags/police_office.jpeg)
The image link seems to be down, or dead :-\.