Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: Khris on Thu 13/01/2005 03:12:22

Title: Background WIP (lab entrance) UPDATE (again)
Post by: Khris on Thu 13/01/2005 03:12:22
EDIT: check out 6th reply for new version

This background was made with Cinema4D, then coloured by hand

(http://www.2dadventure.com/ags/lab_entrance.png)2x

to do list:
-locker doors
-trunk details
-stuff on table
-laptop details
-ceiling lights
-anti-aliasing

C&C appreciated!
Title: Re: Background (lab entrance)
Post by: spoofer4ever on Thu 13/01/2005 03:41:38
I love the background good job  :)  , It seems to be all in order.
but it sorta looks as if the roof isn't there  :-\, what with the colour. (unless you haven't put it in at the moment, or your not planning to.) But I'm sure the lights will make it look better.
Maybe you should bevel the posters a tad, or put the poster texture onto a thin rectangle.With the anti alaising. I hope you can auto antialais properly with your 3d program because i think the edges are a little to 'jaged to do by photoshop, Overall nice bg

-Arman
Title: Re: Background (lab entrance)
Post by: sedriss on Thu 13/01/2005 05:32:26
Yeah, it looks good!
The floor looks a little empty. A carpet perhaps?
Title: Re: Background WIP (lab entrance)
Post by: Andail on Thu 13/01/2005 10:23:51
The colour-scheme is odd, and way too bright. Lower the saturation a good bit, and change the floor into something more neutral.

The composition is good, although there is too much ceiling. Maybe if you add ligthing it will get more interesting to look at, but not for certain. I would consider cropping some of it.

Good start, anyway :)
Title: Re: Background WIP (lab entrance)
Post by: Khris on Thu 13/01/2005 13:28:00
Thanks for the feedback!

I finished anti-aliasing and plan to do some more minor mods, but as I'm at work right now, the update won't be posted until 5 hours from now.
The rendered b&w version is the top layer, at about 30% opacity, so changing colors is only a few clicks with the paint tool. I was quite happy with the colors, but I merely rushed through the color scheme phase, so wait for the update and I'll have experimented with different hues and sats.

Yes, there's quite much ceiling and floor, but I wasn't sure if the rendered bg would turn out as I wanted, so I chose 320x240 to get fast results. I might zoom in and make a wider, scrolling bg, then this won't be an issue anymore.

EDIT:
2x(http://www.2dadventure.com/ags/lab_entrance3.png)

I concentrated on anti-aliasing & colors, details are to come.
Title: Re: Background WIP (lab entrance) UPDATE
Post by: stu on Thu 13/01/2005 20:35:54
wow, the 2nd version looks much nicer.. good work!

one question, couldn't you just enable anti-aliasing in your original render..? that would save you a lot of time, instead of doing it manually post-render.
Title: Re: Background WIP (lab entrance) UPDATE
Post by: Khris on Thu 13/01/2005 21:18:47
I wanted to have a seperate layer for each major object and it was much easier to achieve that with anti-aliasing turned off.

But, you're right, stu.
As I hadn't experience with creating bgs from rendered scenes, I didn't realize that it's enough to create those layers when coloring the bg in the paint prog.

I'll give it a shot and post another version as soon as I have the time.

EDIT:

2x
(http://www.2dadventure.com/ags/lab_entrance4.png)

Unfortunately, as my lightness layer (containing the rendered version) has its opacity set to only 25%, the anti-aliasing sort of got lost, so I had do redo it manually.

-changed viewpoint
-added trunk & laptop details
-added left doorframe
-shaded locker doors
-made the chair's cushion a bit more comfortable
-placed my main char
Title: Re: Background WIP (lab entrance) UPDATE (again)
Post by: Khris on Fri 14/01/2005 11:17:18
*BUMP*

Sorry about that double post, but editing doesn't bump the thread (a flaw IMO :) )

As nobody ain't critisizing my bg, I assume it's perfectÃ,  ;)

EDIT: Thanks Oneway, I'll answer after I have a new version ready for upload, that way my thread gets bumped :)
Title: Re: Background WIP (lab entrance) UPDATE (again)
Post by: Oneway on Fri 14/01/2005 11:41:14
Hey there, finally someone who's using 3d aswell. I don't feel so alone anymore ;)

You've got a nice room going there. Nice clean style and good sence of proportions. There's still a couple of things you could do to liven the place up IMO.

First off, the room doesn't seem to have a purpose on it's own. There's a workplace with a laptop, lockers and a big ole trunk. Not items i'd see in the same room somewhere. But of course, i don't know anything about your game.

The table needs a little contrast, part of it fades away in the wall with the bright white. Especially the top left part.

The lockers still miss two things that i do see in every standard-highschool-movie locker (i'm not from the states so i'm not familiar with any variations in design, hollywood doesn't seem to know either ;) ). Add locks and uhm.. i'll call them air holes. Hope you know what i mean.

The chair still has a square shadow, but after you made it look more comfy (nice edit) the chair doesn't look square anymore.

And last the corridor behind the left dooropening seems only a few feet wide. You could move the wall behind it further back to increase the space.


Nonetheless a nice bg. The style is very easy to the eye (not to create, but to watch). It's a good idea to use 3d to get all objects right and then paintover for a more pixelated or cartoonish look. You'll never have to worry about perspective and shadow again!

Good luck and let me know how it works out.
Title: Re: Background WIP (lab entrance) UPDATE (again)
Post by: Erwin_Br on Fri 14/01/2005 12:38:44
I really like this "paint over 3D model" technique. The shadows are very realistic, as they're based on the 3D renderer (I assume). The same goes for the perspective.

Like Oneway, I'm curious about the purpose of this room. It looks like some sort of lobby, or something.

--Erwin