http://img.photobucket.com/albums/v691/a1n2t3z4/spacecorridorflatcopy.png
This is a new background for my new creation the element of truth. I have been practising with gradients and this one i feel is pretty decent
What do you think there are a few details missing that would fill up the room
but this is a basis to work off
Cheers Sin
There are some white pixels below the door, probably because of the antialiasing in the line tool?
Some details in the space would be nice. Open a new document, use photoshops fracture clowds (what ever its called) to make some random noice, and then color it to dark blue, then reduce colors to 256, and paste it in to the window, and make the stars to glow.
EDIT: 256 colors are way to much, something like 15-25 looked good.
Edit
Changed the amount of colours and gave Space a lil depth
(http://img.photobucket.com/albums/v691/a1n2t3z4/spacecorridorflat16colour.png)
The term "texture" doesn't mean gradient. It's a good start, but there's not a lot going on. You've got a strange light source that's comming from nowhere. Space light, ambient light, blub on the ceiling? Remove the gradients and work on some more details, then add some shadows and highlights rather then just a general gradient.
I never was a fan of gradients...
As in your picture, it makes the image a bit flat imo.
I think it can be pretty dark in space sometimes....
So why isn't there a lightsource in the corridor itself??
I would think a high-tech corridord on a space ship / station would have it's own lights :)
Other then that, very clean and nice. Would work very well in a game
hi chaps like i said i'm working on details at the mo
EG lights Sensors Plants and stuff
But thanx for the current input
hi chaps like i said i'm working on details at the mo
EG lights Sensors Plants and stuff
But thanx for the current input
Edit
(http://img.photobucket.com/albums/v691/a1n2t3z4/newouterspacey1.png)
Note
(http://img.photobucket.com/albums/v691/a1n2t3z4/textures.png)
It has definitely improved, and I like the spacey background ^_^
There are some stray pixels and outlines along the edges of the room that could still use some cleaning up, however. Also, if you want the room to be symmetrical, the vanishing point is a tad off-centre, and some of the lines are a bit off with respect to the VP as well.
Keep up the good work ^_^