...with a futuristic twist, or something. In other words, I finally have something that's ready enough to be C&C'd.
(http://koti.phnet.fi/ripara/room1.jpg)
In comparison to the door, everything else looks small. Typically, the tops of windos are the same as the doors. Even still, the table, chairs and the tree's pot look small. I'd also lose the gradient in the sky.
Looks pretty nice!
I would flip the room layout so that the tables were next to the window and the vending machine and plant were next to the door. It seems to me that the room would flow better that way.
I don't mind the sky gradient. It's very subtle.
I'd repeat the bevel (that's above the window) under the window. Also I'd make it more vertically symmetrical. Right now it has more of a curve on the bottom left than the top left.
I guess in the future you can pin notes to chalkboards?
Very nice!
I like the scenery outside the window... somebody has been watching Futurama here!Ã, ;)
Only one more thing: The pealy white ceiling+walls+floor make the room look to sterile, like a hospital or something. Unless it's a hospital, you should consider some other colors to make the room look more comfy.
Anyway great job, I really like it!
EDIT: Oh, it's not white, it's grey. But it looks as white on my LCD! Anyway you should try to add more colours.... ;)
Why's there no shadows at all? And that 'chalkboard' doesn't fit the place. Maybe try colouring it white or gray as the rest of the room? It takes too much attention right now I think. I would also try making the furniture in the room look more 'roundish' if you know what I mean.
Except from that the scene itself looks really nice.
Shadows are usually pretty muted in adventure game backgrounds because the characters don't have shadows.
Anyway, I think that there's no problem with that door, if it's an elevator door, then it is supoosed to be big usually.
I like it a lot. I do think the door is a bit big in relation to the table. Like the people who would sit at that table would be dwarfed by the door. and like Albino said, drop some shadows under the table and chairs and behind the vending machine. But this looks good so far.
Version 1.01
(http://koti.phnet.fi/ripara/room1-2.jpg)
As you can see, I added some light shadows under the table and chairs, not behind the replicator since there's light coming through the window. Light shadows, because as Redwall said, the characters don't have shadows and I don't want to make it look like they're hovering over the backround.
I also change the colour of the noticeboard a bit. It's not a chalkboard though I admit it looks like one. That's a magic marker and those pins are actually magnets. :P
Also added another bevel. Didn't manage to make the upper one any rounder without ending up with something horribly disformed.
As for the door. I hope this doesn't sound like a bad excuse, but since this is a scifi game not all things are constructed in human-size.
I noticed something weird about the chairs. I Isn't too much of the top surface visible in comparison the other objects? Feels like they're leaning towards the observer.
Otherwise, cool scene!
(http://img215.imageshack.us/img215/6627/room1wah4tf.jpg)
Bah. Beaten... I just felt like doing that. You may or may not find something in t interesting.
Perhaps it is just an optical illusion of some sort, but it seems that the horizon of the buildings outside is following the line of window-sill. I can't think of anything else wrong with it. Good stuff. Reminds me of InCreator ;D
Well, to me it reminds Yahtzee. And that's good, clean look and careful approach feels sufficent for a game bg for most of time.
But there's definetly some things to do:
* DO NOT use JPG compression! It makes editing real horrible thing to do. Use PNG. You can save PNGs even in Windows Paint.
* There's way too much shades of black/white/gray in your room. And these colors are totally plain. Be brave and try out yellow, blue or green tones. Or maybe red. If you want to go for clean and hospital-like room, divide walls vertically into three or four parts and make about 1/3 of it (near floor part) light cyan/green or blue. This adds atleast a bit of color and looks to your bg.
* Think logically.
1. The lights were yellow. But whole room has zero of yellow light or shades. Therefore - lights are badly chosen or lighting is undone. This is what Haddas added and tried to explain.
2. The table is ultra thin. The "feet" of table are thick. What for? To hold up that thin plate? It's pointless since that thin plate is unstable when 4 people eat there anyway.
* Don't pay attention to my edit, make your own and better. This is just for ideas. I had to noise up floor to have atleast a tiny bit of detail there. I'm sure that proper tiling/texturing/coloring would do better job. Also, the plant was too flat - changed, the diagonal house was distracting - moved to back, everything had too similar shade of gray - changed here and there/ some things felt too flat - shaded a bit
(http://www.increator.pri.ee/i/critshelp/roomhelp.png)
To make something emit light, you need to make other stuff darker. If your entire background is gonna be that bright, the lights illuminating it would totally blind the viewer.
Just making everything white doesn't mean it get's a bright impression, it rather gives it a bleek, washed out impression.
Hadda's version doesn't work, because the value of the lamps are darker than many surrounding surfaces. That's not physically possible.
Here's an edit (it's done with filters, which I usually condemn, but I didn't have the time to paintbrush all the gradients and shadows)
(http://www.esseb.com/andail/roomhelpandy.png)
Also note how the table will cast two shadows, one for each lightsource.
Here's what I meant earlier about reorganising the room to look more practical.
(http://www.kweepa.com/step/ags/critics/futurebreakroom.png)
I also attempted to fix the curve of the bevel above the window and untilt one of the chairs.
Personally I like the ultrabright room - it gives it a futuristic feel which is lost with heavy shadows.
(http://www.locustleaves.com/panels.png)
light bounces off of reflective surfaces ( like the metal that makes up most of the things in your room ) to create specular highlights. These help add volume