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Pixel Art / Re: Find the correct vanishing point(s) for pier planks in stage mockup?
« on: January 21, 2018, 06:44:19 pm »
Thanks yrlzoud and SilverBrick for the feedback.
Here's where I decided to go with the plank perspective:
You guys were right, I had basically no choice but to disobey the vanishing point to some extent. So what I did to adjust was to find the smoothest possible transition between the center plank seam vertically aligned with the vanishing points and the outermost planks from eishiya's suggestion, which indeed looked just how I thought they should look. I think I pulled it off?
Once I figure out some quick and dirty posts for the pier, I'll start looking at how to detail the planks. I've been mostly going off photo references because while piers are definitely a thing in pixel art/game assets, they're considerably difficult to search for on PJ, spriters-resource, etc. with simple keywords like "pier", because they're never the primary focus of whatever piece/sheet they're in. I've been recalling a couple other games with nice-looking piers, though -- pretty sure Metal Slug had more than a few levels with them?
Most of my pixel work is usually characters. This is the first time I've put so much work into background/prop assets, so it's definitely a challenge. But I'll try and finish my thought just to see what I learn. My main goal is just to improve my "programmer art" to a point where I can bear to look at it when I actually code crude games, heh.
Here's where I decided to go with the plank perspective:
You guys were right, I had basically no choice but to disobey the vanishing point to some extent. So what I did to adjust was to find the smoothest possible transition between the center plank seam vertically aligned with the vanishing points and the outermost planks from eishiya's suggestion, which indeed looked just how I thought they should look. I think I pulled it off?
Once I figure out some quick and dirty posts for the pier, I'll start looking at how to detail the planks. I've been mostly going off photo references because while piers are definitely a thing in pixel art/game assets, they're considerably difficult to search for on PJ, spriters-resource, etc. with simple keywords like "pier", because they're never the primary focus of whatever piece/sheet they're in. I've been recalling a couple other games with nice-looking piers, though -- pretty sure Metal Slug had more than a few levels with them?
Most of my pixel work is usually characters. This is the first time I've put so much work into background/prop assets, so it's definitely a challenge. But I'll try and finish my thought just to see what I learn. My main goal is just to improve my "programmer art" to a point where I can bear to look at it when I actually code crude games, heh.