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Messages - Ringlord

#1
Critics' Lounge / Re: Background style
Sun 13/07/2008 07:34:21
Alright, I must call myself "clueless" right now, but rather as to what steps I need to take as opposed to what I'm supposed to be doing.

I understand what you're trying to show with transparency layers and blue lighting, but the problem is that I haven't used Photoshop for other than some pixel art, an example being this background. I've also tried to accomplish this with ArtGem, but the interface just infuriated me to click the "Close" button before I can actually get accustomed to it (I'm a patient guy in real life, but technology can be a pain when it doesn't work as it should). At the same time, I hate to say it, but I found your descriptions, although clear as to what I should be doing, are simply far too vague for me in terms of the steps needed to accomplish this work

So for instance, when you say "to remove bits of red and green" are you referring to channels? Because the problem is in Photoshop, removing the channels leaves me with a black-and-white picture. If it's putting a color layer on top and removing opacity, then it's just like a blue haze looming over the background. Same goes for transparent areas, as your link talks about applying a layer over the original picture, which is fine for me, but the way you made the blotches of gray and white just throw me off.

Sorry if it sounds like I'm asking dumb questions, but like I said, I don't have photo experience, just simplistic pixel art.  :( Although I can learn quickly once I get a good grasp of what's expected.

EDIT: After some more tinkering around, I find can sort of get the bluish lighting if I use a layer mask set to vivid/dark light, then a couple of layers set to about 15-20% opacity, as you described, so fortunately I get that part figured out. I'm still just a little curious as to how to managed to do random shading without making it look like an image that someone has sat on for a few hours. Same goes for your transparency mask. I think I was too frustrated to have any real progress at the time of writing my previous post, but I'd still like to know more as to how you accomplished the final product. :)
Everything now pretty much makes sense. Found all the tools needed to accomplish the tasks.

So, I've tried my best at getting a few of the things fixed, and this is what I turned up with after an hour or so actually trying to figure out some of the finer details:





The night atmosphere works, but the shading of the building and the ground, at least in my opinion, looks like a random mess which might have been a decent picture, but was sat on for a long period of time. Mainly, my question here is, what do you do when it comes to shading to make it look so professional and organized?  :)


(Combined posts) - ProgZ

#2
Critics' Lounge / Re: Background style
Fri 11/07/2008 18:48:37
Alright, thanks.  :) I'll give it a shot.
#3
Critics' Lounge / Re: Background style
Fri 11/07/2008 06:57:43
Makes sense with car detail. Originally the scene was conceptualized with the car driving down the visible road and then arriving at the spot on the background, but judging as to how much perspective issues it would cause, as well as being a pain to animate, it's better to leave it as is and make the scene more accustomed to the static image. I'll see what I can do with the car, then report on the progress, and as for scaling, fortunately I never intended to make characters scale up  ;) Other than that, the only thing that bugs me is this transperency technique, I'm just not entirely sure what you mean by it. Do you mean that I'm supposed to highlight certain areas in the picture, or am I missing the point here?

As far as ArtGem goes, I dunno, it does seem like a great program, and your work definitely shows its capabilities, but I guess its just being more used to the interface Photoshop utilizes makes it harder to get used to AG, but who says I can't use it for touch-ups?  :)
#4
Critics' Lounge / Re: Background style
Thu 10/07/2008 21:37:30
Ooh, very nice indeed  :o, although I'm not sure how it would fit my character style. If you'd like, I could post an example up later for reference. As for programs, I do my graphics in Photoshop 7, although I have ArtGem and GraphicsGale at the ready, but I'm just more accustomed to the interface PS provides. Also, not to mention, since this being done for an intro, set "two nights ago" I had the idea of opening it with a black and white filter, so some of the detail may get lost in the process. Anyway, in answer to your questions:

Why is 80% of your background simply ground? 

Two reasons. One, I plan to add said car into the middle, which will act as an interactive object as well as perhaps a puzzle piece  ;) so I need that space to accommodate its addition. Secondly, for the outer space, since this is an abandoned warehouse (something your edit complements quite well) as well as a crime scene and wanted to give players a sense of isolation. But judging from comments, my plan backfired.

How do you imagine using character here?

I think I answered that in the last statement, although to add, there will be a door added at the rightmost area, so it will be a scrolling background.

How much scaling would he need to walk there? On low res, how ugly it would look?

Hmm... not too sure how to answer that, but it shouldn't take much scaling. Enough to make the warehouse appear larger in nature.

At so deep angle, is typical horizontal side view even believable, or would we see more of the top of the character from viewpoint like this?

Seems alright to me. Dunno how to really answer that either.

Isn't ground simply boring thing to watch or draw?

I agree there, but here I tried to give some sense of purpose.


Other than that, thanks for complementing my style.  :) But I must say I'm amazed it took you only 15-20 minutes to make this one.
#5
Critics' Lounge / Re: Background style
Thu 10/07/2008 19:34:06
Thanks guys. I strongly agree about depth, and surprised I didn't add it to the warehouse door. As for lighting, well, the background isn't quite fully finished yet (as I'm going to add a backdoor to the side), and I was thinking to add a moon and use it a source of lighting (although if that doesn't quite work, please correct me  ;) ) as well as a car where the player can turn on the headlights for extra light. I can add a bit more, and then re-post it for further C&C.

PS: Yeah, the genre of this game is a dark noir/mystery with some horror elements, so a serious tone is going to be utilized. I was even thinking of de-saturating the final backgrounds to give them a more grey tone.
#6
Critics' Lounge / (UPDATED) Background style
Thu 10/07/2008 04:05:38
Hey guys.

Continuing work on my game, I've managed to get things finally going and made a background, however, it's the amount of detail that's currently putting me off from giving it my stamp of approval.



2x



And then there's also this:



2x



Any advice/comments/tips will be greatly appreciated. Thanks again.  :)
#7
While the "game" statement doesn't apply to me.... yet.... I do have problems looking back at my own work of any kind. Even if a short story or whatnot that I wrote gets well-received, I still find myself nit-picking.  :-\
#8
Quote from: Emerald on Sat 09/02/2008 14:38:29
Quote from: Ringlord on Thu 07/02/2008 23:50:10
Like Emerald said (although you wouldn't want to have too many cooks in one kitchen) I could have a gander at the story development as well, if you need the extra pair of hands.  ;)

'Ey! They asked me first, Ringworm! :P

Hehe, don't worry about me. I'm not here to steal your thunder mate ;)
#9
Like Emerald said (although you wouldn't want to have too many cooks in one kitchen) I could have a gander at the story development as well, if you need the extra pair of hands.  ;)
#10
So, any C&C? Anybody?
#11
Critics' Lounge / Re: Criticism on Shading
Mon 04/02/2008 07:39:11
Alright, sorry to bump this again, but I've added two more perspectives, one of which really bothers me for some reason, as if it's missing something.



The perspective in question is the side one. I'm not sure exactly, but it seems the problem might have something to do with the legs, as well as the shading, but have a look for yourself. I appreciate your help.  :)

EDIT: Also added a quickly edited version(s) with some pixels removed from the leg for comparison purposes.



@Sinsin Thanks for the heads-up :)
#12
Critics' Lounge / Re: Criticism on Shading
Wed 30/01/2008 02:44:12
Bump with another edit, tried to do it by eye (still keeping some of your pointers in mind), and I think I made the shading of the pants a little bit similar do Ben's edit, but here it is anyway.

#13
Critics' Lounge / Re: Criticism on Shading
Sun 20/01/2008 07:35:25
Sorry for the hiatus, but I've been extremely busy myself. Anyway, Thanks for those awesome edits, and just a few minutes ago, attempting to follow some of the pointers you've used, I've tried to whip something up. Please let me know if there's something still missing in the shading of it. Thanks.

1x 2x

An additional note, I've tried to retain some of the colors I used before, as I'm trying to use a fairly saturated palette for the game.
#14
Critics' Lounge / Re: Criticism on Shading
Mon 14/01/2008 06:18:27
So, any more shading advice?
#15
Critics' Lounge / Re: Criticism on Shading
Sun 13/01/2008 21:58:10
Quote from: KhrisMUC on Sun 13/01/2008 20:40:49
Just a minor technical note: You don't need to upload an upscaled version, just multiply the original width by 2 or 3, then put it as width param in the img tag.
Code: ags
[img width=x]...[/img]


Duly noted.  :)
#16
Hi everyone.

I've recently begun serious work on my upcoming game, however, I have hit on one minor snag. The problem involves first-time shading blues. While the character framework seems workable, I've made several experimentations, and well, see for yourself.

1x 2x

Any suggestions or criticisms would be most helpful. Thanks guys.
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