Background feedback

Started by arvejeitor, Sat 20/10/2018 04:46:43

Previous topic - Next topic

arvejeitor

Hi guys,

I want to share a background of a little game i'm making.
[imgzoom]https://i.imgur.com/dhi3xWc.png[/imgzoom]
Any feedback is welcome!

Here's another one with my main character as a reference
[imgzoom]https://i.imgur.com/A5g2aqI.png[/imgzoom]

Click'd

Background consoles seem a little too tall for your character.

VampireWombat

I wish I could give something specific, but there's just something about the perspective that's just a bit off.
Here's some subtle changes. Still not quite right, but maybe it can nudge you in the right direction. I moved the bottom most part up a bit and shrunk the back console a tiny bit.

[imgzoom]http://ags.pics/g3bN.png[/imgzoom]

ManicMatt

#3
Looks nice! I agree with the others. Unless he's short and that's a joke that he struggles.

I would look at aliasing, the lines on the door and along under the panels would look softer with a single line either side that's half of each colour. so if its black, draw a 50% transparent black line either side of the solid black line.

This does entail longer times drawing backgrounds, so it's up to you, but id suggest at least backing it up and trying it to see how it looks.

The red flashing light isn't 3d like the buttons. I realise it needs to look bright, but it looks like its vertically upright, not lying on the surface.

QCPolmer

#4
First off, good job!

That said, it looks like the one point perspective is off.

Original with a one point overlay:
[imgzoom]https://i.imgur.com/g2BJrAb.png[/imgzoom]

Altered original with lines fitting one point overlay:
[imgzoom]https://i.imgur.com/EoWzIho.png[/imgzoom]

Altered original:
[imgzoom]https://i.imgur.com/4JWfEv4.png[/imgzoom]
(I think the altered version's countertop looks a bit off though. )

Still, I think the original is good, if you wanted to leave it that way.

arvejeitor

#5
Thanks for all the feedback!! :)

I tried to fix the consoles in the back and the wrong perspective and ended up with a new version.

[imgzoom]https://i.imgur.com/3Fcv4ag.png[/imgzoom]


QCPolmer

Consoles look better. :)

I'm not sure about the ring (as the walls have moved) but it doesn't really feel wrong on the eye to me.



Creamy

#7
[imgzoom]https://i.imgur.com/3Fcv4ag.png[/imgzoom]

Nice background but the perspective is still off.

Some elements suggest a high vanishing point (like in QCPolmer pictures):
- the ring is round (not elliptic) and its railing has a constant thickness.
- the chair and the character are the same size, despite the chair being in foreground.

Other elements suggest a lower vanishing point (approximately behind the head of the fox):
- angle of the consoles.
- position of the wall.

Here's an edit with a low vanishing point:

[imgzoom]http://creamy.r.c.f.unblog.fr/files/2018/10/3fcv.png[/imgzoom]

 

arvejeitor

Wow it looks so much better with those fixes!
The only issue I have is that my character have to interact with the chair (that's why are both the same scale)

ManicMatt

#9
Ah, well, that's where AGS room scale comes into play! It's in the room properties. It's a bit much to explain but im sure it's covered in the manual.

This is so ags will make him smaller when he's further away. Or you can have him get bigger when he's closer to the foreground..

If you check out my Trails and Traces game in the games in production thread, the two game scenes show bigger characters in the second image. i didn't draw them bigger, that's room scale at work. :)

Lewis

Funnily enough, using room scale will actually force you to get your perspective spot-on, because if it isn't, you'll really notice when you configure room scale!
Returning to AGS after a hiatus. Co-director of Richard & Alice and The Charnel House Trilogy.

Danvzare

Quote from: Lewis on Tue 23/10/2018 08:07:23
Funnily enough, using room scale will actually force you to get your perspective spot-on, because if it isn't, you'll really notice when you configure room scale!
This is probably the only reason why I don't use room scale.
I'm a terrible artist. (laugh)

Khris

#12
I don't think a one point perspective is the right approach here.
The character isn't supposed to get bigger, and the background is fine as it is in that respect imho.

I lowered the consoles a bit:
[imgzoom]https://i.imgur.com/tqmbtqG.png[/imgzoom]

The only issue I have is with the railing; it's supposed to be wider to the left and to the right, and narrow in the back (pixel wise).
I'd also ditch the anti-aliasing, especially the banding in the foreground. With an otherwise crisp style like that, it does more harm than good.

Really good job btw, I like it!


Edit: just saw the chair's reflection, had to fix it :-D
Spoiler
[imgzoom]https://i.imgur.com/jq19aY7.png[/imgzoom]
[close]

arvejeitor

Thanks for the feedback! :D
I think I'm going with that approach, and I'll fix the spacing between the monitors to look like the second version of my background :)

Chicky

Khris is right, you can take a little artistic liberty with perspective in favour of keeping the characters at the same scale. I'd say the original worked better than the one with modified perspective, fix the railing and call it done; Start work on the next scene! It's easy to get caught up, better to push forward and look at the bigger picture :) It's a lovely clean style, reminds me of some of some of the early AGS classics.

arvejeitor

Thanks! you're right, i was focusing so much on this scene that I haven't done anything else :grin:

SMF spam blocked by CleanTalk