Clock Tower Background

Started by SookieSock, Wed 19/01/2011 01:50:32

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SookieSock

Hello everyone Ive just finished this background and wondered if anyone could give me any pointers on making it better.




The gui frame was done  by Pinback.

Anian

The perspective of the gears and the center of the clock face is not the same as the rest of the picture, like floor boards for example. Other than that it's a cool background, I like the style. Oh, and Pinback did a nice job with the gui.

I actually don't have crits, but more questions:
- is the character sprite a template? Because the difference in resolution is visible
- is the vanishing point near the left side of the picture? I don't see that there's anything wrong with that, just kind of seems like a strange choice to me
- where is the enterance to this location?

Just maybe as an idea, you might want to make another wall (like the one the left, but make it a whole wall), then make it so the rays go through the windows and make strange shadows, or let us see the Moon through a window. Again, as I can see nothing wrong the way it is now, but I think you could use the setting and the Moon to make an even creepier atmosphere. Maybe try adding more stuff like wooden beams, large brass gears and such, then use them to cast shadows...these are merely suggestions.
I don't want the world, I just want your half

SookieSock



QuoteI actually don't have crits, but more questions:
- is the character sprite a template? Because the difference in resolution is visible
- is the vanishing point near the left side of the picture? I don't see that there's anything wrong with that, just kind of seems like a strange choice to me
- where is the enterance to this location?

- the resolution of the image will be halved when its put in to the game, so the resolutions will match .
-the vanishing point is on the left mainly because i was experimenting but this background is for cut scene and i though this layout would increase the drama of the action.
- the entrance is on the left hand side at the bottom, an old metal ladder. you will see it from the room below so i didnt feel the need to highlight it too much.

Im not sure what you mean about the clock being out of persepective. I dont see how to correct it.


Unai

Quote from: SookieSock on Wed 19/01/2011 11:41:29
Im not sure what you mean about the clock being out of persepective. I dont see how to correct it.

I'm no expert on perspective, but I think I can see what he means.
The vanishing point for the gears in the middle of the clock seems to be in the upper right corner instead of the left...
I am a deeply superficial person

SookieSock

Ah i see, i know what you mean now. The cogs are'nt supposed to be central there suppose to be off center and flat. I need to find a way to make that more apparent, so the image doesnt look wrong.

When you've been sat looking at an image for hours its hard to see it from on outsiders point of view.

Anian

#5
Quote from: SookieSock on Wed 19/01/2011 12:48:53
When you've been sat looking at an image for hours its hard to see it from on outsiders point of view.
AGS forum Critics lounge - the faster way than keeping a drawing in a drawer for a wekk.  ;D But yeah, I'm pretty sure that's why this part of the forum is here for.

Yeah, if it's for a cutscene and the ladder is apparent from another room, then there's no problem.
And yes, that's what I meant about the cogs and the perspective. I know it may block the clock face, but maybe add more cogs that are conected instead of all on the same axle...though then you might run into other problems.
I don't want the world, I just want your half

Shane 'ProgZmax' Stevens

It may just be me but the gui looks really really blurry.  Maybe run it through photoshop and try to make it look a bit sharper and more pixellated to match the sprite and background better.

Calin Leafshade

The gui there has been stretched from its original 320x200 while she paints. It's not part of the background it's just to help with the framing.

The original, sharp gui will be used once the BG has been shrunk to 320x200.

SookieSock

#8


Here's the background with a few changes you all suggested.

Thanks for the help guys

Do you think the shadow is at the right angle?

Ryan Timothy B

Quote from: Calin Elephantsittingonface on Wed 19/01/2011 20:42:57
The original, sharp gui will be used once the BG has been shrunk to 320x200.
Not to sound like a boob, but wouldn't it make more sense to show us the resized version instead of the full WIP size? Especially since we'll lose detail and such.

That plank that is laying vertical from our perspective is really throwing off a bad composition. It directs your eyes over there and makes it look almost like a wall or post. Especially with those new beams put in, it really divides the piece.. which is a bad thing I feel.

I probably would have made the perspective nearly centered with the clock. With that perspective the angle of all the boards seem to point my eyes towards the left of the screen. Then you also wouldn't have the straight edge on the left side which really gives this piece that two dimensional feeling.

Just saying. :P

SookieSock



I was going to post this one as well but i forgot.

Resized with original gui.

NickyNyce

#11
Quote from: SookieSock on Thu 20/01/2011 13:56:13


I was going to post this one as well but i forgot.

Resized with original gui.

I havent read all the posts, so forgive me if i missed the reason why the number on the right is facing the wrong direction, the other numbers are fine. I would leave the 1 out.

Monsieur OUXX

My BIG criticism with this picture is that the moon is in the background, so the wall should be much darker, the character almost black, and the wall should cast a shadow on the wooden floor.

At the moment it makes the whole picture look rather flat.

It's fixed very easily by fiddling woth brightness/contrast.
You can even define walk areas so that the character comes out of the wall's shadow when he walks to the right.
 

Khris

This thread was dug up, not sure it's still relevant.

Tabata

Quote from: NickyNyce on Mon 04/04/2011 02:24:49
I havent read all the posts, so forgive me if i missed the reason why the number on the right is facing the wrong direction, the other numbers are fine. I would leave the 1 out.

You are inside the tower. People watching the clock are outside.

If you watch it from the other side, it's quite alright.

Snarky

I think what Nicky means is that the I on the right-hand side of the clock-face (presumably part of the XI we should see as a mirrored 9) is inexplicably askew.

Monsieur OUXX

Sorry I didn't notice it was dug up.
People, stop posting unless you think your comments will be read by the actual artist.
 

Matti

I guess it will be read as SookieSock just startet another thread in the critics lounge  ;)

SookieSock

I am reading every thin g thats being said I just haven’t had time to redo it at the moment. Thanks every one for all your feedback.

Tabata

#19
Now, that SookieSock has confirmed actuality of her thread, I take my chance for to reply:

@Snarky:
Ã,,hem, ...ääh ... - Oh, yes! I totally misunderstood the remarks of NickyNice.  :P Thank you for pointing this out.

@NickyNice:
Sorry, for my first reply â€" my mistake!

Let's try it again: I defined this as a loosened part of the (not complete) digit.

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Edit:
... another mistake of me had to be corrected (I always have trouble with user-names belonging to him or her and need to learn taking a peek in the profiles before doing a posting  :()

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