Street img for my game, crits welcome

Started by Tuomas, Mon 30/10/2006 20:22:55

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Tuomas

SO, I finally got my brother to finish this one. It's for my soon-to-be-presented-in-GiP-thread-game, 320x240 res, shitloads of colous, don't kill me. Anyway, done mostly on paper, traced to PSP by hand and finished with deluxe paint I'd suppose, here it is.


I personally find it awesome, though something can always be done. I especially like the tree. So I started this thread for my brother so he could get some personal advice and maybe some new ideas, you never know. Oh, and if you don't want to be a critic, comments are always welcome.

Nikolas

Quote from: Tuomas on Mon 30/10/2006 20:22:55
I personally find it awesome.
:)

Tell you brother that I said that (not you :D)

But, for the level of detail, the sky looks mighty plain with 2 colours only... (Just thought of that... :P)

ildu

#2


Stage 3 & 4 later tonight tomorrow :)...

DoorKnobHandle

Here are some quick suggestions:


I changed the round-part of the sideway (to make it rounder), I fixed areas behind and around the large tree and did some other minor stuff.

It didn't turn out all that good, but you get the point, I guess. Your brother should put more attention to his line-work and the shapes. Apart from that it's very nice, lots of talent.

Khris

Some major tweaks: (a bit overboard, probably)


-raised horizon
-put tree behind house
-added shadow and far edge to grass beneath tree

Proletarian

QuoteApart from that it's very nice, lots of talent.

Thanks man.

Hmm... My first post here:P So, ildu showed few things I actually knew that were wrong. I should try to make the pavement fit to the perspective, funny how I didn't notice that earlier. It seems the door too needs some fixing, as well as the clouds.

I don't think the horizon should be rised... The picture would loose some depth, as the houses in the back would rise too much. Putting the tree behind the house would loose some balance, and the house would look pale.

Quoteadded shadow and far edge to grass beneath tree

Good idea.

I'll make some improvements as soon as I can get some free time. I'll post it here and let you critisize more.

Khris

I raised the horizon because the vanishing point is pretty high.
Originally, I didn't plan to put the tree behind the house in my paintover, but then I noticed that the stump is well behind the front, so IMO it looked unreal with the branches covering it.

ildu

Well, basically the horizon should be at the same vertical position as the vanishing point, which is very high. You don't really need to raise the buildings a lot, but raising at least a bit is encouraged. Plus, some mountains, depth clouds, etc. might be good.

cReative

My suggestion: The clouds should not be a jagged transition from blue to white

Tuomas

yeah, I like the sound of this. Anyway, skip the mountains idea. It's a good idea, but as we're aiming for a view from a street in Kinshasa, I wouldn't want that there. Doubt no-one would notice but still. I also agree with the author about the tree, but the clouds could be a bit higher. Though that's just a view of ine, I'm not the expert here.

Oh, and welcome to the forums... I guess :P

EagerMind

I'd work on some of the perspective issues that ildu pointed out. Looking at KhrisMUC's edit, I also think the tree looks better behind the building.

The doorways seem a little too short and wide - especially compared with all the windows (which look like they're about the same size as the doors). I'd make the doorways narrower and the windows smaller.

Is there any particular reason why the picnic table goes into the street? It seems like the back leg goes "into" the curb. Also, tables I've seen that accomodate beach umbrellas have a hole in the middle, and the pole of the umbrella goes through all the way to the ground.

Tuomas

It's a table for a salesman to sell stuff for people passing by. Hmm, so yes, I'll let my bother answer that.

nihilyst


Proletarian



Ok now I've done something to the clouds, and made the pavement and the hatch fit the perspective.

I won't put the tree behind the wall. I'll just put some depth to it, and shape it better. you might have noticed that it was kind of flat at first. Now IMO it looks more rounder.

QuoteThe doorways seem a little too short and wide - especially compared with all the windows (which look like they're about the same size as the doors). I'd make the doorways narrower and the windows smaller.

Good point. The balcony doors seem too short and wide, but I think the main door to the building is ok. I should make especially the lower window a "bit" smaller.

QuoteIs there any particular reason why the picnic table goes into the street? It seems like the back leg goes "into" the curb.

amm... not to me...

QuoteAlso, tables I've seen that accomodate beach umbrellas have a hole in the middle, and the pole of the umbrella goes through all the way to the ground.

Well this is more of a a bench than a table. It's just some crappy furniture thingy, not supposed to fit the umbrella. I don't exactly know what keeps the umbrella up. Maybe the salesman has something to keep it up with behind the bench. I could draw some kind of stick holding it, but I'don't think that'd be necessary.

QuoteWell, basically the horizon should be at the same vertical position as the vanishing point, which is very high. You don't really need to raise the buildings a lot, but raising at least a bit is encouraged.

Should've thought of that when I started...

ildu

The door is still out of perspective. No matter how the door twists, if the top edge is under the vanishing point/horizon, it should always be shown. Presently the door expands both upwards and down as it approaches the camera. The door should also be taller and perhaps wider. It's quite obvious if you compare it with the size of the bench and the other doors/windows.

As for the bench/unbrella contraption, there's no problem. And I understand there's gonna be a character sitting there, so it's even more attention off the issue.

Buckethead

I just notice the building at the back looks a bit off because it's totally black while it should have some light.

Proletarian

QuoteThe door is still out of perspective. No matter how the door twists, if the top edge is under the vanishing point/horizon, it should always be shown. Presently the door expands both upwards and down as it approaches the camera. The door should also be taller and perhaps wider. It's quite obvious if you compare it with the size of the bench and the other doors/windows.

I'm working on it. Yesterday I didn't have time to do it because it was 1.00 P.M, and I was tired.

QuoteI just notice the building at the back looks a bit off because it's totally black while it should have some light.

I was just wondering why no one has noticed that earlier. I'll see if I can do something about it.

Davros

Looks fabulous to me; if only I could do so well.  The style's consistent and well done.  I'd darken the lightest color of green on the tree - it really pops at me.

rharpe

I like the detail you have in it so far. Low color usage, but used well. I like the composition of the scene and can imagine a character walking down. Nicely done, can't wait to see it in a game!
"Hail to the king, baby!"

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