Isle Thing (Updated image)

Started by makri, Mon 09/06/2003 22:52:54

Previous topic - Next topic

makri

Here's a background I've been experimenting with. It's an attempt to draw in style of KQ/FOA/QFG. It's supposed to have some bushes and a tree, some taller grass etc. so it wouldn't look like poured-on green slime on a tree stump. I'm trying to finish bigger things first but I'm having problems pointing out problems.


It's drawn in PSP, mostly by freehand mousing, smudge+colour cut and zoomed in pixel by pixel work. C+c and ideas welcome.

Here's a new one with different shape:
Thud. Thud. Thud. Splat.

Dumpster Tom

#1
 :o :o

WoW!!! That's great. I wish I could draw like that.

It has that Sierra vga feel to it.

Dumpster Tom

Nacho

#2
Yeah, nice image! The problem I see is that painting pixel by pixel could awfully increase the time of the production of the game... My question is if there is a way not to doing it pixel by pixel... If there is a way to create textures, like the  skies in monkey island 1? Is there a tool?

Edit: Well, As N3T graph said, the horizont looks a little weird, I think I know why... the gradient must be darker till longer, just the opposite as it is, I think.
Are you guys ready? Let' s roll!

Scummbuddy

Yeah, to get them created like in Monkey Island 2.. .you would oil paint the bgs onto large canvases and then scan them in and shrink them.. just like they did.


Onto your picture.. your beautiful beautiful picture.

I'd add the ripple marks around the island where water would bounce off from... but yeah, great stuff there.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

n3tgraph

wow great picture makri, really nice adventure style

the only thing is I find the horizon a bit awkward, but that's probably just me ;)

great work,
keep improving ;)
* N3TGraph airguitars!

Synthetique

great pic!!!!½!

Neole

Beautiful! Only thing looking odd is the land seems to be curving upwards at the sides, like this - "U" . It would normally be straight or curved downwards (like an upside down U but much gentler). An upward curve might happen with a wide angle lens but then the horizon would be curved upwards too.

makri

#7
Quote from: Neole on Tue 10/06/2003 11:17:51
Only thing looking odd is the land seems to be curving upwards at the sides, like this - "U" . It would normally be straight or curved downwards (like an upside down U but much gentler).

So the problem is the shape of the island?

Edit: Maybe a different shape would help? This one was drawn with helper lines from 1 point perspective layer.
Thud. Thud. Thud. Splat.

OneThinkingGal and ._.

That looks great Makri - very nice pixel work.

The sky looks a little cut off tho, its like the picture is cropped.

makri

This is how I work:

1. Colour rough shapes with 3-4 colours
2. Push tool (small brush, medium opacity)
3. Darkness up/down tools to add shadowed areas
4. Cut down colours (in this case, 14 shades of brown)
Thud. Thud. Thud. Splat.

12431

#10
you should definately post this one in the tutorialforum. that's one easy (though cool) way of painting!

btw great work!

and how did you make the grass?
Albert Barillé and Hergé, we love you

Ghormak

Ah, that's a great little mini-tutorial makri. I like learning new tricks every now and then.

Btw, wasn't it you who once started making a Jouni Mäkeläinen game? :) Whatever happened to that one?
Achtung Franz! The comic

makri

12431: The grass was done pretty much the same way. Base colour, lightness up/down tool, some smudging and colour decrease.

Ghormak: Yeah that's still unfinished but not scrapped. I'm just very slow :)
Thud. Thud. Thud. Splat.

Privateer Puddin'

i tried, no way near yours in quality but your mini tutorial helped a lot


makri

#14
Here's how I did my sea:



1. three-tone base
2-3. push tool, (in PSP) size 8 opacity 55
4. push & smudge, bigger brush, bigger strokes, less opacity
5. height 50% resize to be used closer to the horizon
6. tile the sea area, resized ones on top
7. push & smudge the tile sides
8. blue gradient layer
9. gradient layer's opacity to ~ 55%
Thud. Thud. Thud. Splat.

SMF spam blocked by CleanTalk