First attempt at Pixel Art: Lab Classroom !!UPDATE!! See bottom of post!

Started by Revan, Thu 16/04/2009 16:15:18

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Revan

As some of you may know, I am new to pixel art. I have been trying to up my pixel art skills:

Click here for a look at my character attempt.


x2:


Here is my first real attempt at a pixel art room, I have not looked up any tutorials yet, and I am adding the background in its early stage so I dont go too wrong (with composition and perspective).

I will be adding an assortment of random lab equipment, any addition of random equipment in paint overs is welcome.

UPDATE:


x2:


Not sure about the 'gradient' effect... Really not liking this Room at the minute...

This is not for a game it is only to improve my skills (or lack of lol).

It goes without saying that any paint overs are gladly welcome.

Thanks...

New Update:

I'm still working towards improving my skills:


x2:


Without the character for paint overs:


x2:



Sorry for the Bump.. Just want to try and stir some interest... I have searched online for a pixel bg tutorial but to no avail. Any help?

Thanks...  ;D 


Edit:  Don't double post, especially not on the same day.  Have some patience.  -ProgZ

Shane 'ProgZmax' Stevens

I think the background looks decent for a simple style design and has good colors.  The only things I would work on would be making the shading consistent (the far wall uses a dithered gradient as a shadow and the right wall uses a regular gradient and does not follow the perspective lines) and add some aliasing around some of the sharp edges like the chalk board and the right brown edging.  Aside from that, adding more things to the room to fill it up (foreground items, desks, cabinets) will make the room feel more 'real'.  You're definitely going in the right direction, so keep at it!

Mr Flibble

I like the floor shading in particular, it's difficult to do well and you've done it brilliantly.
Ah! There is no emoticon for what I'm feeling!

Revan

Thanks.. I thought I was going all wrong.. This gives me the boost I need to keep going...

@ProgZmax: I see what you mean about the perspective on the right walls shading, I was leaving the 'noise' effect to only the back wall incase people said it didn't work... I'll add it to the right wall (fixing the perspective aswell) and see what it looks like...

Also you mentioned aliasing around the chalk board, how would I go about this?

@Mr Flibble: Thanks, the floor took me a while. :)



x2:


I have tried to edit the perspective of the shadow on the right wall.. and dithered it. Also added a shadow behind the chalk board. Tried to aliasing the board and the right brown edging. Has it worked?

Also how would I add more detail to the wall, the ceiling, and the blind? They seem a bit plain.

Also I'm not that good at foregrounds... Can you give me some suggestions to what I have done wrong with this one...

Shane 'ProgZmax' Stevens

The aliasing looks good, just make sure you are consistent with it.  The top of the chalk board and door and parts of the window all have sharp edges that could be smoothed.  As for the foreground item, I think it looks great, but unless it's a focal point of the room (ie, the character needs to combine chemicals or use the microscope) you probably don't want it to be in the center drawing all the attention.  If it is important then this is a great place for it, and perhaps a shelf to the left or right of it would further give us a sense of depth.  The walls could have all sorts of school-type posters (science, health, reading) and you could make the far wall more interesting by reducing the size of the window and putting shelving up or desks.  Just decide on what it is the player will need to do in this room and then fill it with items that would make sense or flesh out the design.  It still looks a bit empty so how about adding in some desks?

Revan


x2:


I have added a science poster in the corner. (How can I make it look more dirty/used?

Also I have drawn 1 desk and copy/pasted it. (will I have to draw a new desk for each place to keep the perspective correct?)

Also I like the idea of keeping the chemicals central. I have also upped their saturation for more effect.

Also what are you thinking about the composition?

Thanks

Hudders

It's starting to look really good.

You're right about having to draw each desk individually though: just look at the difference in distance between both of the front desks and the chalkboard. A teacher could set it up like that, but they're more likely to have both desks the same distance from the wall.

I don't know what science labs are like in America, but round these parts our science classrooms all had tall benches with stools to sit at. You might want to think about that; it would probably be easier to draw long benches than individual desks like you've done here.

Revan

Quote from: Hudders on Fri 17/04/2009 20:14:37round these parts our science classrooms all had tall benches with stools to sit at.

lol.. guessing your uk.. I am too haha.. The benches with gas taps.. :)

Yeah I could try that out. After all this is just to practise pixel art skills I have no 'agenda' as far as this bg goes... :)

Shane 'ProgZmax' Stevens

Looking much more interesting now!  You'll want the desks to match perspective otherwise they will make all the work you've done on the rest of the room look wasted.  Also, the right side of the bookshelf lacks depth.  Aside from that I think you've got a solid room!

Dualnames

That looks perfect!!
EDIT: And to say something useful..the door seems to be out of place.. more like it's painted there..
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Revan

Well it kind of is... lol...

Any ideas anyone, on how to get it looking more like a door?

Dualnames

Quote from: Revan on Sat 18/04/2009 00:31:34
Well it kind of is... lol...

Any ideas anyone, on how to get it looking more like a door?

The door come to think of , it's rather fine. The brown part of it, (can't recall the word), makes the door feel like it's painted.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Revan

Quote from: Dualnames on Sat 18/04/2009 00:37:03

The door come to think of , it's rather fine. The brown part of it, (can't recall the word), makes the door feel like it's painted.

Yeah There's no depth.. Il work on it..

Moresco

Maybe you could throw some shadow on the edge of the door frame.  Also, hinges or something could be cool? I don't know.  Just some suggestions - nice background =D
::: Mastodon :::

Trent R

It looks like it's overlapping onto the floor too. Maybe move it up a single pixel.
[Edit]: I realized it looks that way because the baseboard is the same color as the floor, so you can't exactly tell where the floor ends and where the wall begins, which creates the problem with the door disconnected.

~Trent
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