(edit, scroll down for the new pics ;) )
(http://s9.postimg.org/orqkfj4bj/0019.png)
What do you think of these, and how can they be improved? :)
The arrangement and setup seems a bit boring. Maybe you can add some things to the foreground (vases, umbrella/coatstands, tables, shelves, etc.), or vary the shape of the rooms.
They don't look like very important rooms, though, more like rooms you'd just pass through to get to the important stuff, in which case, they seem done, now move on to the next :D!
Otherwise, you may want to vary their shape as well?
Well, yes, they are just the apartment's corridor :)
The first room leads from the exit (door) to the inner part of the apartment, while the second room (which maybe should be smaller) has two doors (bathroom, bedroom), goes south to the living room, and west to the kitchen :)
I agree with Babar, they seem to be done to me.
After all, there's only so much you can do with a pair of corridors.
Although if I had to be picky, I would say that the walls look a little too rough. But that's it, and it's only a minor complaint.
I am not happy with them -- nor with any other of my gfx :o
Maybe i should try to twist things more so as to include some less modest models of mine (laugh)
(https://scontent.fskg1-1.fna.fbcdn.net/v/t1.0-9/10441150_1073847269324107_1754627265084948002_n.jpg?oh=2c7932c32f4f1307fd3455e974eb750c&oe=5890541B)
The lamps on the walls make little sense to me: They seem to be library reading lamps, and also why is the light that comes from them different colours? Is this a dream sequence or reality in the game narrative? Also, they don't seem to produce any lighting on the ceiling despite their lampshades glowing brightly...
Other than that: I like the feel of the scene
The top of each lamp is covered :)
By the way, tried to join the two rooms so as to have just one corridor:
(https://s13.postimg.org/baydpkaqv/0016.png)
Better?
And early stage work (with a number of placeholder stuff) on the living room:
(https://s17.postimg.org/j41ogrllr/0018.png)
I like the lightning, but I still think the overall problem is that the wall textures look to grainy...
You are probably right. That is easy to change, though :D
Hm, trying a different camera angle:
(http://s9.postimg.org/orqkfj4bj/0019.png)
Issues with lighting, same camera angle:
(http://s15.postimg.org/sw1thfc0b/0020.png)
Better?
Any view on the last two pics? :) (cause if there aren't issues with visibility i would like to make the rest of the rooms in the same template ;) ).
Final game screen will be a bit larger, though, cause those don't include the space for inventory. Final screen will be up to 640x400.
They look nice, but how does your character sprite look while walking around on them?
Does he match in terms of perspective?
Also that second room seems very cluttered, I can't imagine how anyone could walk around there.
He will be rendered again, using the new camera angle :)
And yes, the living room currently is a bit too small. Although there isn't much to do there tbh :=
I am happy with the style... Lighting will need improvements here and there, due to noise in some areas :)
(http://s18.postimg.org/xuc5lkl21/0016.png)
(http://s18.postimg.org/5ojugndvt/0020.png)
(http://s16.postimg.org/rp55j5lj9/0019.png)
(https://external.fskg1-1.fna.fbcdn.net/safe_image.php?d=AQCCpkFhKJP5VzNO&w=487&h=389&url=https%3A%2F%2Fs15.postimg.org%2Fp9rvafcmj%2Fa0079.png)
And the first sketch of the kitchen:
(http://s16.postimg.org/bx2lif4dx/0015.png)
Are you using blender/cycles render engine for this? You may want to turn up the samples while rendering.
Quote from: sulhyd on Tue 08/11/2016 02:16:19
Are you using blender/cycles render engine for this? You may want to turn up the samples while rendering.
Second that.
Maybe a render with max amount of samples, then import to Photoshop (if that is available to you) and throw a posterize adjustment layer on top of your render. This way you can reduce the number of colours and get that oldschool pixelated look.
The kitchen looks great. I like the art style of objects in it. Like they were made of simple low poly model with acceptable texture and lighting shade. I like the red table clothe very much. Do not change your art style just to make objects more detailed because sometimes less detail is better.
What do you think of these new versions? :)
(https://s21.postimg.org/mnorcjss7/corridor_A.png)
(https://s17.postimg.org/j2b73prvz/livingroom_A.png)
(https://s15.postimg.org/ct297p64b/kitchen_A.png)
Ooh looking much better. Much more atmospheric! 8-0
And it looks like you finally managed to make it look dark, without actually making it dark. Absolutely brilliant! ;)
I like the interface as well.
Using mainly blue tones is a great way to imply darkness while not really having a dark image.
I think colour-wise there's still some room for improvement.
To me the cold blue light sources on blue/purple backgrounds evoke a feeling of a nightclub. Or maybe it's the high saturation. In a dark horror game, I believe that's not what you're going for (correct me if I'm wrong)
I feel the rooms might look more natural with warm, yellow light sources. Some LucasArts samples:
(http://i.imgur.com/FslMu.png)
(http://i.imgur.com/XkG1q.png)
(http://i.imgur.com/c9wZ0.png)
The new colored lighting look very bad to me. Who would use colored light in their house like that? Better to use ordinary light for common rooms and save those colored lights for rare occasions or special rooms.
Quote from: gameboy on Wed 09/11/2016 19:09:07
Using mainly blue tones is a great way to imply darkness while not really having a dark image.
I think colour-wise there's still some room for improvement.
To me the cold blue light sources on blue/purple backgrounds evoke a feeling of a nightclub. Or maybe it's the high saturation. In a dark horror game, I believe that's not what you're going for (correct me if I'm wrong)
I feel the rooms might look more natural with warm, yellow light sources. Some LucasArts samples:
(http://i.imgur.com/FslMu.png)
(http://i.imgur.com/XkG1q.png)
(http://i.imgur.com/c9wZ0.png)
Something a bit like this?
(https://s21.postimg.org/sidpmx1cn/0016.png)
They're still very dark to me, even on my iPhone with the brightness turned way up.
Otherwise they're great backgounds.
Thanks :)
What do you think of this change? (united the corridor with the living room, to make things a bit more compact)
(https://s18.postimg.org/hbim26vux/0016.png)
Well it definitely doesn't seem as empty, that's for sure. (nod)
It's always a good idea to cut rooms if possible, and reduce walking distances.
Now? :)
Living room (with doors to outside the apartment, and the corridor; north door to the corridor will likely be replaced with an opening)
(https://s21.postimg.org/yjbd2k853/livingroom.png)
Kitchen
(https://s16.postimg.org/uoufp8945/kitchen.png)
Well? :=
Quote from: KyriakosCH on Wed 23/11/2016 19:25:23
Well? :=
They're perfect. :-D
Well I suppose if I had to be picky, the kitchen does look a little empty. But other than that, I think they look lovely. Especially the living room, which to me looks absolutely superb.
Quote from: Danvzare on Wed 23/11/2016 19:28:59
Quote from: KyriakosCH on Wed 23/11/2016 19:25:23
Well? :=
They're perfect. :-D
Well I suppose if I had to be picky, the kitchen does look a little empty. But other than that, I think they look lovely. Especially the living room, which to me looks absolutely superb.
The cloth over the living room table look weird and I agree that the kitchen looks rather large and empty, but otherwise it looks really cozy! :)
I would suggest to chamfer edges on your models ever so slightly and use subtle glossy specular reflection on wooden and hard and smooth surfaces.
Thank you all :)
Gives me creep just by looking at it, really nice atmosphere 8-0
Quote from: TheBlindRabbit on Sun 04/12/2016 22:13:02
Gives me creep just by looking at it, really nice atmosphere 8-0
Thanks, that was the intention of course :=
Although the storyline is more ominous than just a bit of shades falling on austere furniture pieces :X