shattered

Started by nihilyst, Sun 17/04/2005 13:57:50

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nihilyst

Hi!

I am currently working on a game named "shattered". Though I don't find much time to work on it, I have already done some scripting and have worked on the storyline.

But I'm quarreling with the graphics. Here are the first room and the main character:





The room isn't quite completed yet, because it's lacking details. Any ideas on how I can improve the images?

Both are built up by pixeling a photograph.

thankful cheers
nihilyst

Babar

#1
That is some nice work.
The one thing that stuck out about the background is the prominent outlining of the floor tiles. It is so "sharp", it somehow draws attention from the "smoothness" of the rest of the picture. Perhaps you could make the outlines a lighter shade of the tile instead of pure black.

The character is also very nice, but I think the photograph you made it from was not taken at an exact straight angle. Hence the feet look small in comparison to the rest of the body, the arms look very large, the elbows look misplaced, and one arm looks bigger than the other.

Remember when pixelling a photograph: there is no need to pixellate EVERY detail that was in the photograph. Pixellate what is needed according to your style. Hence, even if the real photograph had very dark tones inbetween the tiles, you don't HAVE to show that in the pixelled version as well. Change it till it works.

*EDIT*
another thing I just noticed is that the round table's outline seems to be smudged a bit from one side. Just a minor thing, though.
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

Ubel

Even if this is made from a photo it still is out of perspectice in some points. For example the floor tiles. Or is it just me? :-\

But anyway, I like the overall style of both of the pics. :) And I'm waiting to see those in a game.

nihilyst

No, the floortiles are taken from the picture itself. Maybe they just seem out of perspective, but I'll try to improve them.

.

You should add some things on the kitchen table. I mean things like coffie machine etc...

stuh505

The only problem I see is that your main character is drawn from much more of a downward perspective than your background

Darth Mandarb


- made the stove much wider and removed the cabinet/shelf next to it (it looked odd being hollow and meeting that corner wall like that)
- changed the carpet line between the benches/seats to the cabinet next to it
- the cabinet (top/right) doesn't appear to have any depth to it
- the cabine (bottom/right) just seems out of perspective to me
- under the benches/seats looks much deeper than the depth of the benches themselves
- the red circled cabinet (top/left) appears wierd extending out further than the wall.  Unless you're trying to convey that the wall doesn't actually end like that and you're just showing what's in the kitchen by 'cutting out' the wall?

I think it's a good start!

Suggestions:
- softening the outlines on the floor tiles.  I think they look off because the outlines are so dark.
- more shading
- correct some perspective issure
- use consistent outlining (table outline is smudged, tile's outlines are too dark, etc.)
- differentiate the kitchen walls from the other walls, they 'blend' together too much as is

Good luck and I hope this helps!

Crowley

Darth's reply made me notice something: the corner shelf looks weird because the top is square, but the two shelves below that are triangular.

Andail

you're right...crikey, this is like looking at a picture by Hescher...you need to sort out those perspective issues!

DoorKnobHandle

I believe his name is Escher...

["Mister-Know-It-All"-Mode OFF now]

Andail

he, you're right. And I'm supposed to be an art-student

ildu

It seems that you are in fact using perspective in the drawing so you should probably make the floortiles fit that perspective.

stuh505

Darth, I disagree with most of the areas you pointed out as having problems.  I think the perspective overall is pretty good.  Not perfect...but pretty good.  There is only one edge that has a REAL problem, and you didn't circle that one!!



Ideally, these lines should all go down to one point...you see there's a blob not a point but at least they are all going in the right general direction, the only line that is really wacko is the yellow one.

Snarky

You're assuming that all of the lines are parallel, though. I say all of the lines on the right are not supposed to be parallel with the others.

stuh505

Okay, true...but that only applies to the lines coming off of the couch.  The other lines must all be parallel if the two opposite walls of the room are parallel...and that's pretty much a given, because rooms are never shaped like..

     _____
   /           \
  /             \
/               \
/                 \
----------------

Snarky

I'm pretty sure the gap into the hallway (which you mark with two red lines on the top right) is meant to be diagonal to the walls of the room, and likewise for the countertop at the right edge of the screen (your lower right line).

The perspective is overall confusing in this image. Are the benches not parallel to the wall they're backing? Why do the tiles and carpet meet in a line that is diagonal to the back wall, but apparently parallel to the bench?

nihilyst

You're right, snarky. I bitched the perspectives.

I'm going to get it right, so you all can have a break in posting and commenting. The updated version will certainly come on wednesday, because I don't have much time in the next two days.

Thanks to all of you!

perspective-correcting cheers
nihilyst

Neutron

if i'm doing a scene that has lots of weird angles, a quick model in a 3D program sure can help to set things up.  in fact that's how i got sucked into 3D.  looking for a good way to do weird perspectives easily for my comics.

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