How do you like the perspective on this room?

Started by aventurero, Thu 14/01/2010 02:52:55

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aventurero

Code: ags
function iToxicWaste_Talk()
{
Display ("You eat the toxic waste. Obviously, you die.");
QuitGame (0);}

ddq

Well, my first thought is "Why is the camera so far over to the left? There's literally nothing of interest on that big white section of the wall. Wait a minute, where's the door? How do I get out? I'm trapped!"

aventurero

#2
Holy crap. When you walk to the right edge, there is a region that makes the player change room. The door is supposed to be there.

EDIT: What the hell. you're right. Modifying.....

Code: ags
function iToxicWaste_Talk()
{
Display ("You eat the toxic waste. Obviously, you die.");
QuitGame (0);}

Shane 'ProgZmax' Stevens

#3
Much improved.  Now let's see it with some color!  Only thing I would pay attention to is where the trash bin is situated relative the shelf and door.  Notice how it's just sort of sitting out there rather than against the wall or in a corner as they normally would?  The door would bang into it opening where it's at.  Nice work overall!

aventurero

#4
You're right, Prog. I guess I didn't think of that when I added the door.



I didn't paint it yet because of this. If an error comes out, it's easier to correct if it's not painted yet. :)

EDIT: I forgot. There's supposed to be a curtain over the window, but I made an object so I could make it transparent. And I have to add little details like something on the desk, some books on the shelves, and some trash on the can. Just details, you know ;)
Code: ags
function iToxicWaste_Talk()
{
Display ("You eat the toxic waste. Obviously, you die.");
QuitGame (0);}

aventurero

#5
You now have become my worst enemy, Progzmax. Your idea of painting the room, just made me go to sleep with my eyes wide open. I woke up and painted the damned room :P

Well, there you go, hope you enjoy it. I think it's nice :)



P.S.: Do you like this door better?

Code: ags
function iToxicWaste_Talk()
{
Display ("You eat the toxic waste. Obviously, you die.");
QuitGame (0);}

Andail

#6
It's not bad, but before we dig into colour theory, some more composition/perspective issues...
Some objects are aligned too neatly. The desk and the bed seem to share perspective lines, which is distracting to the eye. Moreover, the far end of the bed is exactly on the same height as where the floor meets the wall, which is again distracting. More overlaping please!
I think you need to address this before moving onto to the colour issues.

Edit: Here's a revised version:


* More overlapping - no perfect alignment of lines!
* Much less primary colours.
* Lowered saturation - save saturated, bright colours for interesting highlights.
* Added colour perspective - surfaces that face away from the light source are darker.

aventurero

#7
Thanks, Andail! I'm gonna remake it, then. (10 minutes later...) So, I have remaked it. But I have a question: how do I lower the color saturation? You know, I don't even know what that means. (I can figure it out, but I prefer if you explain it to me)

Thanks again, everyone. Great advices :)

EDIT:



EDIT 2:

How about that lamp?

Code: ags
function iToxicWaste_Talk()
{
Display ("You eat the toxic waste. Obviously, you die.");
QuitGame (0);}

auriond

The base of the bed looks as though it's almost aligned with the edge of the red carpet, which means there is a large empty space directly opposite the bookshelf (left of the bed, if you're lying in it). Maybe you could fill it up with some clutter or a lamp?

Ryan Timothy B

Since the bed and floor are at a different height, viewing it from this angle the light source wouldn't be in a straight line.

Something like this:

Khris

While this is a huge improvement over your last background, you fell into another trap: the objects are too deep. The bed looks as if it was twice as wide than long.
From a viewing point like this, objects close to the VP will loose a big chunk of their real depth.

And you cheated a bit when you drew the bookcase: the middle shelf is tilted.

aventurero

You're right, Khris. The bed was wrong, but don't get confused about the other objects. The room is supposed to be very small.



Thanks :)
Code: ags
function iToxicWaste_Talk()
{
Display ("You eat the toxic waste. Obviously, you die.");
QuitGame (0);}

Snarky

Since you asked, saturation is sort of how "vivid" the colors are. At the top of the scale you'll have a red that is really, really red, for example, and as you go down, it will become more and more washed out until you get to gray. If you "desaturate" an image (change the saturation of all the colors to 0), you'll get a grayscale version of it. Often if the saturation is set too high, things will look unrealistic and the colors will clash violently.

The room is looking good as is, but it would look even better if you took Andail's advice and made the shadows a little more pronounced. Also, consider the way he's picked his colors. Yours are all either quite saturated, or completely gray. A more appropriate range will look more coherent. The next step would be to change the outlines from black to a darker version of the color of the object; that tends to look a lot better. You could also take a look at this post to get an idea of how to really improve a background in this style.

Also, once you feel you have the general layout pinned down, start adding more details. Shouldn't there be some books or knicknacks in the bookcase? You might also want to add some moldings around the sides of the walls, like you have around the door. And the desktop of the desk in the foreground might stick out by a couple of inches compared to the  legs and back. By adding some smaller details like this, your background will look more finished and like a real place, and less like a quick box model.

You've made great progress, though. Nice job!

Darth Mandarb

While the perspective on this is close enough to not jump out as "wrong" ... there are still some major issues that can be easily cleaned up.  The thing that made me notice it most was the top most corner of the bed.  It was either sticking way out from the wall, or was in the back corner, but the other lines of the bed don't support either possibility.

It appears as if you're using a single-point perspective, so with that in mind:



The perspective is all over the place ... it's close, but could easily be snugged-up a bit.



I established one single vanishing point and connected all objects (that I recreated) to that VP.  This also puts more of the door on the screen which, if it's your only in/egress for the room it should be more visible (I think).  This only took me about 10-15 minutes and I wasn't worrying too much about size/scale.  I just wanted to illustrate my idea.

Anyway ... you are making improvements, thought I'd just try to help out a bit more!

aventurero

Snarky, thanks for your review. This was only the primary version of the room, the objects like books and everything else will be added later. I know that otherwise the room will look empty. About the colours, I'm trying to follow your advice. Is just that I'm new at it, and it costs me. But I will do it well, sooner or later :)

Darth Mandarb, I used a single vanishing point. I can show you my sketch if you want. Is just that it's not where you placed it. Anyway, I just modified the bed, you were right about that.

Thanks everyone, you help me improve my drawing every day :)
Code: ags
function iToxicWaste_Talk()
{
Display ("You eat the toxic waste. Obviously, you die.");
QuitGame (0);}

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