Pixelation
Critique => Pixel Art => Pixel Art Feature Chest => Topic started by: Sidereal on April 08, 2014, 10:53:20 pm
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Hi, im trying to do japanese houses, someone have some tips for me?
(3) Edit:
(http://i62.tinypic.com/2vlmkvd.jpg)
Extra: (http://i60.tinypic.com/f3wei9.png)
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Your perspective is wrong. At the same time you see whole roof and wall like they are in the same plane. Red color that you choose for roof is very unappealing. You should learn some thing about perspective, find some good references (type of the house, architectural period etc.) and try again.
http://sashas.deviantart.com/art/The-Perspective-Tutorial-94166651 (http://sashas.deviantart.com/art/The-Perspective-Tutorial-94166651)
Some examples
(http://fc09.deviantart.net/fs70/f/2013/118/d/2/old_japanese_house_by_herbertrocha-d59uurj.png)
(http://kingyoya-kyoto.com/english/image/home.jpg)
(http://www.japanguides.net/files/urakuen_japanese_garden_or_ceremony_house_jo-an_national_treasure.jpeg)
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Your perspective is wrong. At the same time you see whole roof and wall like they are in the same plane. Red color that you choose for roof is very unappealing. You should learn some thing about perspective, find some good references (type of the house, architectural period etc.) and try again.
Thank you very much, Really: i was waiting for some perspective tips because i know that im wrong
Ill Update my PA as soon as posible
Edit: But what if i have this perspective? (http://i57.tinypic.com/2yoycyv.png) its wrong?
(2) Edit: OH :O its like this? (http://i62.tinypic.com/209hyc7.png)
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(http://abload.de/img/2014_10_4_houseconstrgnu32.gif)
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After perspective, shading is key. Presently there is almost none, yet it will be essential to define volumes, in ways that perspective can't. You have to decide on a light source and apply it everywhere. It could be strictly top-down, or 45° from a side (these are easy, but of course it could be anything).
Think of all surfaces (for instance, windows and door recesses), determine if perspective allow them to be seen and if they would be in light or shadow. Give shadows enough contrast that they are obvious.
At the moment, there is a slightly darker yellowish that is undecided: looks like shadow below the roof (but way too short), makes no shading sense around windows and door.
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(http://i62.tinypic.com/lbev5.png)
Another suggested edit to make it more clear that the roofs and the walls are not in the same plane
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Update: its okay?
(http://i62.tinypic.com/2vlmkvd.jpg)
I deleted the other house :(
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Much better :), it's good that you listened and learned. Now, you have to determine light source and create shading accordingly.
In this tread you can find some useful information, or at least see variation to the same topic. -> http://wayofthepixel.net/index.php?topic=16356.0 (http://wayofthepixel.net/index.php?topic=16356.0)
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So, the perspective is okay?
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Yes, now it looks like something that exists in 3d world, which is good. As I said it will look much better, when you improve shading. :)
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The scale is off... Our characters are actually taller than the door, so it's gonna look pretty goofy
and IMO, the perspective is going to look pretty goofy with RPG projection. I have seen many examples of faking the appearance of perspective in Zelda games by faking the appearance of the Z axis having an actual perspective, where X and Y are projected in this manner: http://en.wikipedia.org/wiki/Parallel_projection
Just to put it out there, going for absolutely correct perspective only gets us so far since it's impractical for 2D game art.
(http://i59.tinypic.com/2mxfynd.png)
It may also look odd when you have multiple houses in the same screen, but each house suggests that the 'horizon line' are in different places. Not sure if that could exist in RPG perspective.
(http://i60.tinypic.com/29kqk9l.png)
Putting in tricks to stray from parallel projection works with the right sort of planning. I dunno if the perspective given to the house looks odd to anyone else, but it looks odd to me because the given RPG perspective makes it look like the houses are narrower in the back
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I agree with pix3m u should just go for standard rpg perspective (follow cyan's advice) and none of that Zelda stuff.
otherwise its going to do ur head in trying to add diffeent things into a scene.
i think u should start put by roughing a scene (mockup screen) without getting too caught up in particular details.
e.g fence, yard, car, bushes, path, grass etc.
just block them in basic shades to get the contrast and lighting, then go over it all with a rough detail fill, add in shadows etc.
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The tileset is for a Naruto game with a 32 x 32 Base mob
The human sprite is for another game
But Ty, i was offline.
Ill keep trying