Help on Background

Started by LupaShiva, Thu 20/01/2011 14:16:26

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LupaShiva

Ppl what background u suggest for my first game, im not sure wich kind i use, any suggestions are welcome, thank you










Ryan Timothy B

Without sounding rude, I want to say that I wouldn't want to choose either of those backgrounds unless the game is about an acid trip, then they look perfect for it.

From what I gather, you're trying to bend the perspective in a DoTT kind of style. But this is going way beyond that in a sort of fish eye wonky perspective. I feel uneasy just looking at it. How the foreground table is so close and the other side of the hallway wall is 30 feet away. Then once the character walks to the end of the hallway by the stairs, it'll be the size of a walnut.

Your background with the hallway and doors kinda remind me of this image. Now this is a very light version of a DoTT styled background. Everything is kinda bending a little out of the way of the perspective while keeping in check with reality.

Ali

#2
I wouldn't describe the perspective in that CMI scene as bent or distorted, it's pretty standard two point perspective (lovely through that location is).

Your backdrop reminds me more of the landing in DOTT, and I think the distortion is a problem because of the composition and aspect ratio. The camera is high looking down, giving you a lot of floor and forcing you to stretch the foreground objects immensely. If you lowered the horizon point, you could achieve a better look over all.

I prefer the second image in terms of line and shading, but I suggest you experiment with the width and colour of outlines. They seem a little to uniformly skinny and black for my taste. I also think the outlines around the patches of light are a mistake.

Murgy

#3
I have to agree with Ryan that the perspective does look wonky.  Obviously you meant it to be, but there are elements of it that are confusing, like how there really isn't a corner on the long wall, and then the curve of the table in front.  I'm not sure if the hallway actually curves like that, or if you bent around the perspective in order to show both ends of a straight hallway.

As far as what sort of shading to use, I only recommend that you don't use computer-generated gradients.  Unless you do a lot of work with them, they're very easy to spot, and they usually don't look good.

Another suggestion I have is play with your color palette.  If you're going to use such bright colors, you need to make sure they work well together.  A good trick for this is to find a image online that has a mood that would work for your background, and then swatch colors from that image.

Ryan Timothy B

#4
Quote from: Ali on Thu 20/01/2011 19:00:17
I wouldn't describe the perspective in that CMI scene as bent or distorted, it's pretty standard two point perspective (lovely through that location is).
I'd almost say it has a slight 3 point perspective with the 3rd point slanting everything to the right, and making the top a little wider than the bottom. You notice it mostly on the doorway, the nacho machine and corner of that wall. Also the floorboards are completely wonky.
It definitely doesn't follow the perspective straight as an arrow, he's quite curvy with it.


Quote from: Murgy on Thu 20/01/2011 19:35:42
Obviously you meant it to be, but there are elements of it that are confusing, like how there really isn't a corner on the long wall, and then the curve of the table in front.  I'm not sure if the hallway actually curves like that, or if you bent around the perspective in order to show both ends of a straight hallway.
Yeah, that's the part I was equally confused by. It seems like he's bending the perspective of a straight hallway so you can see both ends.
It's a little extreme.


But yes, your reference, Ali, is much closer to his than mine. :P It just reminded me of it for some reason.

LupaShiva

Thank you for the suggestions, i wanted in the style of DOTT, but i think i gotta work em a lot more, but ty for the suggestions i appreciated it  ;D

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