Right, due my stressful routine I haven't found any time to draw lately (or should I say - 5 months!), so I'm quite rusty if it comes to BG drawing... :(
Today, I finally completed missing story parts for Henri and started work again. Here's the cellar, and it's supposed to be a dark one.
Problem is in lack of detail, so any kind of C&C would be appreciated.
(http://www.increator.pri.ee/i/henrix/kelder.png)
2X:
(http://www.increator.pri.ee/i/henrix/kelder.png)
Before of thinking how to fill this, if I am allowed, I want to say that the noise bugs me, and the immaginary source of light in the upper corner... why there's a light there?
You could add:
Dirt, papers...
A fork lifter.
Pipes.
Columns and/or beams.
Dunno what else! :D
I have to agree. The noise is really distracting.
And I don't know much of dark cellars, but I would suggest a handrail. The stairs are really dangerous now.
cheers
nihilyst
The roof looks a little off.
Boxes look wierd with funny shadowing?
And make the lightsource the door, with light coming through there.
I think the noise is good for it, because it's supposed to be dark, and it evokes the grainy effect of night vision, making the room seem darker than it is while still allowing you to see everything.
That side of that crate shouldn't look blue, though. You should probably just black it out.
Okay...
(http://www.increator.pri.ee/i/henrix/kelder2.png)
2X
(http://www.increator.pri.ee/i/henrix/kelder2.png)
* Reduced noise everywhere
* Redrew few things
* Added pipe, handrail, electric box, wooden base (how's it called in english?)
* modified shading
* tried to give little boxes more cardboard look
* Removed blue leftovers of rendering (my monitor is way too dark so I didn't even notice them!)
* Started to really worry how to make Henri walk these stairs
Better?
Very nice, I think it looks awesome :D
Now THAT'S an improvement ::)
I really like your realistic style. BTW, you had made the first parts of a tutorial a while ago. Does it still exist?
cheers
nihilyst
It certainly does look good -- but there's one thing that could be improved. In the wall corner the contrast between two walls should be bigger. Right now it looks like there's no corner at all, especially in the lower part of the wall.
And maybe the cardboard boxes could be a little darker - they just seem to stand out of the bg too much.
Thanks. Any more suggestions?
QuoteI really like your realistic style. BTW, you had made the first parts of a tutorial a while ago. Does it still exist?
It does... on my old HD. Problem is that I got new computer and can't put it in because of guarantee thing - I'm not allowed to open the case.
I think the wall corner is fine - I agree it was hard to see on the screenshots here, but when I checked it out fullscreen, the corner's visible enough. Although, since the only lightsource is the doorway, having the corner darker probably wouldn't be a bad thing.
Nice image all round though - bags of atmosphereÃ, :)
Edit: I wonder if it's possible to do that Fate of Atlantis thing that simulates your eyes adjusting to the dark in AGS. I presume you could do something with the palette if it's 8bit..?
Quotebut when I checked it out fullscreen, the corner's visible enough.
Indeed. In-game fullscreen and for-forum shots differ like day and night.
Started to really worry how to make Henri walk these stairs
not to worry, you need about 3 frames for each leg. Just make sure you do the whole walking down animation, frame by frame on a layer-supporting program in a 320x240 bounding box and import that (or a smaller box you'll have to align manually if you don't like compressing dead space) in ags. Don't even attempt to synch it in ags and animate in a primitive way.