BG for future project; "Delivery League"

Started by CoffeeBob, Sat 07/01/2006 11:46:17

Previous topic - Next topic

CoffeeBob

Hey there!
It's been quite a while since I last did a background, so the most recent one I have made didn't turn out that good. But, I'll let you judge for yourselves. :P
Version 1, normal coloring, no lights:

Version 2, using light-filter in PSCS:

Yes, I know the filter sucks. Uploaded it anyways. :P
Version 3, lights using dodge and burn:

I wasn't really satisfied with it in the first place, and the lighting didn't make it any better, really. :-\
But, crit away! Harsh critics, kind critics, contructive critics, all welcome. :)

EDIT: As the name of the files imply, it's supposed to look like a slummy place in the outskirts of New York City. The building with the green sign is a pizzeria, where most parts of the story will be told ingame. I've got the original PSD on the hard-drive in case anyone wants to do an advanced paintover.

Babar

I realise that it's bothersome to continually hear this, but really, do the stuff by your self, don't use filters and textures!

The outline of the sidewalk shows in some places, making it look inconsistent.

The sidewalk has the same texture as the road.

Also, the stretchiness of the road texture (as it comes closer to the front) makes it look like a river, not a road

The shading/outlines(?) around the windows look strange, especially when combined with the lights. If you are keeping them, make them appear on the side away from the lights.

The sidewalk that is visible through the gap between the two buildings in the back looks odd. Perhaps you should make it darker back there?
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

CoffeeBob

Tried to follow your advice as good as I could, Babar.
Here's a new version, non-lighted:

Changed texture for street, added, removed and changed a few details.

Azaron

soften the sidewalk texture as it get farther from the POV. The area of the sidewalk behind the building in the foreground looks out of place and draws attention from other things.

Really, though, I like the style in this pic. And it looks better, in my humble amateur opinion, without a lot of lighting.

ScottDoom

The third lighting done with dodging was done by hand, correct? I actually like that look because it makes the scene hazy like a dirty area of a city would be.

CoffeeBob

Thanks for the comments and crits, here's another new version:

Changed texture for the sidewalks, added a trash bin, and changed some other few details.

@Scott: Yes, the dodging/burning lighting I did by hand. As it's supposed to be a dirty and dark slum area, I might use that style of lighting, but maybe not that heavy lighting as in the example. :P

JimmyShelter

Maybe adding some more light effects like this:



This was just a quick edit.

What I did was this: I painted the colour of the lights in a new layer which I gave an opacity of about 30-40%.

Corey

#7
I also tried to make some light like that. Here are the results:




It's a little crappy but it might just help anyway



EDIT:

while messing with light I made this one -----> ^
Greatest thrill
Not to kill
But to have the prize of the night
Hypocrite
Wannabe friend
13th disciple who betrayed me for nothing!

CoffeeBob

http://img.photobucket.com/albums/v212/Largo/newyorkslumslights.gif
Slightly edited, used the method Jimmy and Corey suggested with a few other changes.

CoffeeBob

No more comments, critics or ways to improve the pic? Anybody? :=

Snarky

The main problem is the mess of dodge and burn on the walls of the buildings and the windows (the street . looks relatively OK). You should tone that effect down and go for something much "flatter".

Secondly, the color of the windows on the left is way too bright. The one window on the right looks OK. All the other windows and doors should be changed to match that.

However, having the windows and the trash can the same color is probably a bad idea. I would change the trash can to a different color.

Finally, I think the thing on the bottom right is the rooftop of a building? It's not clear that it's not in the same plane as the street. If you move the closest light pole a bit down the street, the fact that it gets obscured by the building will make it easier to interpret that. I would also move the trash can a bit so it doesn't line up with the edge of the roof. That looks unnatural.

InCreator

#11
* Noise is way too intense on sidewalk
* blur is way too blurry on buildings
* blur is too contrasty on buildings
* light rays are not blurry (soft edged) enough
* windows lack detail
* windows have too contrasty blue color: windows usually reflect something. Such as sky. But if sky was SO blue, street would be much less dark
* road is too much a chasm and not enough a road: people need ladders to get onto road from sidewalk

It's not bad background, I find it quite functional and even interesting (some horror/murder mystery game, perhaps), but...

It will all be SO much better if you redo texturing on buildings. Make a *real* texture. And desaturate windows alot.
I say - do all I told and do it on original version 2. It looked the best, despite cheap filter.

SMF spam blocked by CleanTalk