Tell me honestly....

Started by FrankT, Wed 13/06/2012 16:44:26

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EchosofNezhyt

#100
I think or right. (See I've been drawing forever and I'm still learning.)

Here you you go frank.

The only difference between your drawing is position and shape of stuff and the fact in my render theres no ceiling or side wall so the light would bounce around more making the room brighter.(I think?)

Also like snarky said since your doing hard shading
QuoteJust keep it simple: one single light source, one single depth of shadow, none of this half-shadow stuff.





Edit: Sidenote has anyone else messed with cycles in blender? Its so badass, I love having the ability to have the viewport be a real time render.

FrankT

I give up. :( I'll have to get someone else to do the lighting.

EchosofNezhyt

Just copy the shadows from the render I did.

FrankT

Pointless; I'll just mess it up again! :(

EchosofNezhyt

Thats how you learn my friend and I've done it thousands of times and thats just with drawing.

FrankT

Well... alright, I'll have another look at it, but it's going to be a bit tricky....

EchosofNezhyt

Good you keep that up and you'll get much better at it.

Compare it to the picture.

FrankT



CaptainD

Well I'm not much of an expert on these things, but the shadows on that do look far more consistent as coming from a single light source.  The only think that looks a bit wrong to me is that seemingly small light source lighting all the way down the corridor.

FrankT

These lightbulbs are especially bright....!

Tramponline

All right, since I didn't want you to give up, I tried myself on some 'solidary shadow creation suffering'.

As the supposedly "real" shadows (according to sketchup + lightup - similar to Frito's rendering) turned out to
look rather aweful in this isometric view (as in "not real"), I went with a combination of real and stylized ones
(...after "some" try-outs). (Apparently I had too much free time this weekend  :tongue:)

Unfortunately I got rather carried away, overdid it somewhat and
in the course, ended up butchering your scene kind of:



As Snarky and Frito already mentioned, simple and stylized shadows are easier to do and fit nicer into
the scence (...it reminds me a bit of 'Little Big Adventure', they had 'stylized' shadows under their sprites as well)

It really doesn't matter how bright the light bulb is, and how far the light would travel in "reality", it's
really more important that it creates a coherent mood in your scene.

Playing around with your scene, I also realized that the wing chair is rather too big for those couches. Since the wing chair
looks good in this size, I'd recommend enlarging those couches & the table somewhat.

Also, in order to make those crisp & hard shadows not stand out so much, I'd recommend putting highlights where the light hits
the furnitures. Tried this with the large couch in a really quick and messy way (- not a very good example!).
If you would brighten the left side of the wing chair (from our point of view) for example, it would make the wing chairs shadow
instantly more pleasing to the eye

Other than that, lovely scene!


Snarky


EchosofNezhyt

Quote from: Tramponline on Sun 22/07/2012 13:23:44
Unfortunately I got rather carried away, overdid it somewhat and
in the course, ended up butchering your scene kind of:



As Snarky and Frito already mentioned, simple and stylized shadows are easier to do and fit nicer into
the scence (...it reminds me a bit of 'Little Big Adventure', they had 'stylized' shadows under their sprites as well)


I used blender :P and it was more or less to just show the shadows. Also I figured it'd be easier for him to not have to figure out the table leg shadows too.
Nice job though if I was him I'd use yours.

FrankT

Correct! After I just enlarge those sofas and table, and clean up the shadows a bit, it should be ready to go.

EchosofNezhyt

Just got to keep it up and stick with it!

FrankT


Cyrus

I do not quite understand about this game... Are you aiming for classic Hit the Road look or something else?

FrankT

It's hard to say. A bit of both, I think.

Eric

I remember reading your pitch for the game somewhere (at least I hope it was yours), where a fairly normal protagonist goes on a search for the retired and missing Sam n' Max. It struck me that there would be some interesting juxtapositions of your real cop and the world of the cartoon detectives, sort of like those found in Who Framed Roger Rabbit. It had intriguing potential to me then and continues to do so as I watch you work through your art process.

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