Nose Cave

Started by deadsuperhero, Wed 27/07/2005 19:34:00

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deadsuperhero

Ok, I've been trying out new styles, and I tried out Corby's tutorial, and I made this cave for my new game, Dumb Quest (which is the ultimate spoof off of King's Quest)
Anyway, the cave is Nose Cave, because it's really a nose. Note the boogers on the rocks.
But here you are

I'm trying to make it more Sierra styled, any ideas?
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MarVelo

Well, sorry to say it, this dosent look very sierra-ish but with some help it can be. The biggest thing is way, way, way to much blurring. There is almost no blur in old school sierra games. If you do about 1/5 (one fifth) of the current distortion, it would look much much better. Also, the large stone(?) pillar in the forground may be a little distracting as the character walks behind it, but thats just me.

Try it with less blur.

Juliuz

Hehe...really nice, but as Taffy said, WAY to much blurring. Except that i like the idea about being inside a nose :P Try with less blurring and post the result! I'd really like to se it ;)
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jason

I think you should make the foreground rocks a lot darker. Right now, it all kind of runs together. Looking good so far!

Fizzii

It's a nice start, and definitely a good idea :)

As said, try to avoid overblurring/oversmudging because it makes it look flatter and messier around the edges. Lowering the opacity of the brush when painting might help.

Also, be careful with your choice of colours - nose interiors aren't really orange and grey, at least, I hope not ;) - maybe more reds/pinks. As caves are usually rather dark, the colours of the ground and foreground shouldn't be so saturated.

Messy paintover:
- The colours are now basically the same hue, rather than orange and grey, which didn't make much sense to me - it could probably be even more red or pink than it is at the moment. Colours are a lot more desaturated because of the low light.
- I wasn't sure where the source lighting was. Foreground is darker to contrast with further into the cave, though you might want that the other way round.
- Mucus doesn't look so slimey but some highlights and smoothing would probably fix that - like what you originally had, but less saturated.
- Hard edges between colours are often better than blending everything in smoothly, which is why smudging/blurring everything isn't a good idea.



Well, I hope it helps :)

earlwood

For a cave, the basic structure of the background is very Sierra-esque (Tilted, obscured, and narrow walkways) which is just asking for a sharp fall onto a cavern floor.Ã, 

If you can incorporate Fizzii's critiques with the current background, it would be nearly perfect.

deadsuperhero

Ok, here's my fix:


Incorporated Fizzi's work into mine, put some Photoshop elements, there you go.
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LGM

Better, but your edges are still rather blurry and undefined.
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kec

Dude its going to be hard to make walkbehinds with that blurring. And also I think that that style suits a jungle better than a cave.SHARPER, more SHARPER, still not SHARP enough
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deadsuperhero

Quote from: kec on Wed 03/08/2005 21:01:48
Dude its going to be hard to make walkbehinds with that blurring. And also I think that that style suits a jungle better than a cave.SHARPER, more SHARPER, still not SHARP enough
Okay, I'll work with the sharper.
As for the walkbehinds, I have a mask that was designed in MS Paint beforehand, so don't you worry about that.
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