Pixelation

Critique => Pixel Art => Topic started by: A-jan on October 02, 2014, 06:50:13 pm

Title: Background and foreground
Post by: A-jan on October 02, 2014, 06:50:13 pm
Guys, I'm a newbie in sprite, and I'm a programmer.

Is there any tips to make distinct difference in foreground and background sprite. I use blur, but something feel really off...

(http://s22.postimg.org/t7ud2vue9/town_area.png)

and is there any example on how to make moldy iron, and moldy brick?

Something like log horizon
http://media.indiedb.com/images/groups/1/1/84/log-horizon-akihabara.jpg
Title: Re: Background and foreground
Post by: PsylentKnight on October 02, 2014, 07:20:03 pm
Yea, I wouldn't use a blur effect for pixel art. Typically, the foreground elements are more detailed and saturated to draw attention to them.
Title: Re: Background and foreground
Post by: Daimoth on October 02, 2014, 08:09:41 pm
Your rocks are way more detailed than everything else in the sprite.

Two of the best ways to indicate background structures is to darken them a bit and not detail them as much.
Title: Re: Background and foreground
Post by: A-jan on October 03, 2014, 05:06:30 pm
ah... I see now, so I need to change the detail of the background...

(http://s8.postimg.org/fhhd5zdk5/town_area.png)

thank you :D
Title: Re: Background and foreground
Post by: PsylentKnight on October 03, 2014, 05:28:59 pm
I don't see how you changed anything on the back ground... in fact it looks even more detailed than your first picture, in my opinion. However, I think it is an appropriate level of detail. I would make it less saturated to bring more attention to the foreground, but I suppose that's a matter of preference. The character sprite reads ok against the backgrond as is.

Good work so far, btw.
Title: Re: Background and foreground
Post by: Sunjammer on October 03, 2014, 09:07:00 pm
Lower saturation can separate the background plane, warm/cool differentiation can help as well. Distance changes how things appear because of particles in the air and stuff, reading about light will help you with these decisions too
Title: Re: Background and foreground
Post by: Lux on October 04, 2014, 03:19:44 pm
Your background and foreground bricks both have a similar amount of contrast and detail- try turning down the level of detail, saturation, value, and contrast on your background layers, and maybe experiment with thicker outlines around your foreground and/or most important sprites (in terms of gameplay.) I actually wrote an article about this (http://purplepwny.com/blog/visual_hierarchy_for_game_developers_a_practical_guide_to_making_important_stuff_seem_important.html) a while back that might be helpful to you. :)
Title: Re: Background and foreground
Post by: A-jan on October 04, 2014, 04:22:53 pm
I tried to change the saturation... and turn it into this...

(http://s7.postimg.org/pr70dwegb/town_area_bg.png)

Edit: so I tried to change it into more blue-ish and it look more background-ish now..
Title: Re: Background and foreground
Post by: Anarkhya on October 07, 2014, 07:56:19 am
That's a nice placeholder sky, I also love the way Owlboy (http://www.owlboygame.com/scr/openWorld.png) managed its skies and clouds but don't forget to remove placeholders as you progress.
Title: Re: Background and foreground
Post by: A-jan on October 07, 2014, 11:33:13 am
yessir, sorry about that, ill came with the originals  :'(
hmm.. gotta learn how to draw clouds...
Title: Re: Background and foreground
Post by: Fizzick on October 07, 2014, 07:04:47 pm
please upload in an uncompressed form. i would also like to see an unobscured version of those clouds.
Title: Re: Background and foreground
Post by: A-jan on October 08, 2014, 05:56:38 am
Like this...  ???
I still don't know where to upload without image compression
https://www.dropbox.com/s/cl0lcp8xhmd9suh/cloud2.png?dl=0
Still messy tho