How's the perspective?

Started by UP, Thu 29/07/2004 13:31:12

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UP

I have this unfinished pic of a hallway, but I need the opinions of the perspective on this. So don't start saying anything about details, or how empty the room is, it's not yet finished. I just want to know about the perspective.

As I guess I've made my point clear, the pic is here: http://www.2dadventure.com/ags/Main_hllway.bmp

SpacePirateCaine

#1
The only problem I can see your parallel lines don't converge to a singular vanishing point. The best way to rectify this problem would be to choose one singular point and draw all of your angled lines (Walls, roof, floor, doorframe tops) to converge at exactly that point, thusly:

(converting it to a Gif caused the color to go a little off, but bear with me for a moment)


The red lines all converge at one point (Well, as it's a low-resolution image, the vanishing point is a 4-pixel square, but that's the problem if your wall has an even number of pixels on one side.

As you can see, you're not at all far off, it's the fact that distance from the roof to the floor will require you to make the floor very thin. The roof is pretty tall, but I'm imagining, due to the thinness of the picture itself that that was the kind  of feel you were going for.
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mousemat


how are u going to make your sprite dissapear into the disstance?
or are u making a 1st person game? :)
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Mr Jake

continues scaling in AGS....... its a basic feature.

Btw, the background looks good to me and could be very interesting in a game.

Phemar


I would make the ceiling lower

Mr Jake

if its an old building keep the ceiling high, else lower it a bit.

| Bass |

The hallway looks like its going slightly up and left...Maybe try centering it
For now, this is were I get off...

Previously BassFisherman

Evil

You can lower the ceilling and make the room wider to fit the screen.



Hallway turned out a little too wide.

UP

#8
OK, thanks...

I'll see about editing it...

OK, now I've got this edit of the pic, with a few problems fixed (though not all)... I lowered the ceiling a bit and did something to the carpet... Also added a window to the ceiling (if you ask about the color, lets just say it's darkened a bit)... http://www.2dadventure.com/ags/Main_hllwayedit.bmp

I didn't notice that the pic is so much to the left when I made it, and my attempts to fix it have failed, mostly because of my hurry, so could someone fix it somehow? I can try later too, but... By the way, what else should I add to the room 'cept the ceiling window?

SpacePirateCaine

#9
Well, as far as adding things is concerned, what you're going to hear most is that the walls are somewhat bare, which is an oft-cited problem in backgrounds. I also noticed after some scrutiny that your doors seem a little short, generally, unless the roof is somewhat high-vaulted (Like your first draft of the room) the top of the doorframe ends well above the center line of the room. I would suggest maybe bringing the tops of your doors up a bit, and it's mostly a personal preference, but the cross-shaped dealie in the window looks more like a standing cross (As though you're seeing it through the window over top of the next room) as opposed to part of the windows themselves. using your vanishing point to alter even slightly the perspective of the vertical bar should help that quite a bit. That, and you may want to set it into the window's frame a bit. Also, as it's a window, and the blue sky above seems to denote daytime, you may want to even think about putting a spot of light on the ground as well.



Here's a bit of a paintover that I whipped together to illustrate a few of my points. I noticed that the roof and floor still don't converge at a common Vanishing point, which puts the perspective a little off still, but life goes on. The doors look a bit tall in this, and that may cause some problems ultimately with your sprite needing to be huge to accomodate them, but that's what scaling is for, I s'pose. I didn't bother to work to much on perspective this time around, as I made an observation or two here:



This second image shows the seperate vanishing points for your different perpendicular lines:

1: The carpet
2: The floor
3: The roof/Doorframes.

In order for perspective to seem a little more natural, you'll want to make sure that all of these lines hit one central point. They're not far off, but still could be tweaked a bit.

Evil's "Wide" rework is, indeed, a bit over-wide, but does utilise the entire screen, and works rather well, I think.
Check out MonstroCity! | Level 0 NPCs on YouTube! | Life's far too short to be pessimistic.

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