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Messages - TheInquisitor
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31
Pixel Art / Re: Struggling with forest fade
« on: March 13, 2011, 06:45:24 pm »


Yeah, that horizon isn't complete yet, Adam. Might need some tweaking. At the moment I'm not planning to add any more detail - except for grass and little minor things - in the central area as this is where the fighting would presumably take place. I wouldn't want anything to distract from the main focal point.

On this update I've torn the old trees asunder. They were too busy for trees not that close. I'll make the most near trees have that level of detail. I'm still not sure I'm on the right track with these new trees, but I think they're better. I reckon I need more blue highlights in there.

What do you guys think of the grass colour in the focal point of the image?

32
Pixel Art / Re: Struggling with forest fade
« on: March 13, 2011, 02:49:51 pm »
Yeah, that was a definite problem. I was hoping to convey shade and shape on those distant trees by that method, but it just plain didn't work at all, especially as it did just look like overly large leaves.

33
Pixel Art / Re: Struggling with forest fade
« on: March 13, 2011, 02:29:30 pm »


New version here. I've taken on some your your advice and fadded out this distant trees or blue/lighter green to blur them in with the background. I felt that the tress were getting way out of control back there in the distance. There was just too much unnecessary detail, so I've completely scrapped them and replaced them much with flat colours or, at most, very slight shades. As they come into the foreground I'll give them more. I'm not sure about the blue highlights on foreground trees just yet, EvilEye. I think this new approach has gone some way to remove a lot of the complexities. I think keeping is simple for the most is my wisest course.

I've also added in a little hero, who apart from his hair looks a bit like Cloud Strife.


Oh and thanks, Mythicube. :)

34
Pixel Art / Re: Struggling with forest fade
« on: March 13, 2011, 10:43:07 am »


Updated it a little. I think some more blue highlights will come into it soon, EvilEye. I will certainly look at that at the end to give the image more punch. Apart from adding in a WIP little hero, in this update I've made some big changes to the problematic distance. I've took the trees on the horizon and made them less blue and more green/yellow to blend with the horizon (that's at the end of sunset). The trees near that have also been give less detail, but perhaps more needs to be done still to make it clear. I've completely removed the dithering as I don't think it was helping. It was making it all too busy.

Do you think this quick redraw for the horizon looks better or worse?

35
Pixel Art / Re: Struggling with forest fade
« on: March 12, 2011, 11:03:26 pm »
That's definitely the idea, Dusty, thanks. I know there are guys such as Fool who are very good at showing distance by blending the skyline colours in. What you've done is definitely on the right lines. I'd love to see an example where that's done with pixels thanks to a well applied palette. I don't think the fact that it's a night scene should make a huge difference from a daytime equivalent as this is more dusk than anything. The skyline gets brighter towards the horizon as I wanted to symbolize sunset. I reckon this might have been made unclear though as when I look I see more of a city scape right in the middle.

Now that I've put the creatures in, what do you think of them within the scene as it is? Do you think the background scene could do with more vibrant colours (especially in the foreground?) I don't feel there's any need to alter the creatures as I quite like them, so I'd rather fit the background to somewhere between them and this accompanying tileset.



36
Pixel Art / Re: Struggling with forest fade
« on: March 12, 2011, 10:06:35 pm »


To put the piece into better context, as in an RPG battle screen background, I've added in some creatures to help clear up the intentions of the piece. I want the sprites to stand out on it, clearly, but also to look like they are part of the environment. At the moment I'm not entirely convinced that either (or both) the palette or the perspective/detail of the background is creating the right effect. Perhaps someone more skilled or experienced can offer guidance before I blunder into finishing the background wrongly.

This is a larger project than I usually work on, so I'm finding it difficult to handle. Help is appreciated.  :y:

37
Pixel Art / Re: Struggling with forest fade
« on: March 12, 2011, 01:03:33 pm »
Actually the trees in the foreground aren't finished. It's a work in progress. Take a closer look at the distance trees are then the 3 slightly larger ons on the right side (not the biggest 3). These for me don't seem as clear as they could be.

38
Pixel Art / RPG Pieces
« on: March 12, 2011, 12:46:51 pm »
Here's a forest background I'm working on. It doesn't look too bad so far, but I'm frustrated at how convoluted and confusing it appears to be when foreground trees start to blend to the distance. An area of difficuly for me is mastering the "less is more" ability for the distant objects. My unnecessary dithering on the skyline horizon probably doesn't help here. Can you guys recommend any pieces that best show me how I should be approaching this or alternative make a few edits as I show more progress shots to see where I'm making mistakes?



Also, what are your views on the palette? Is it too dark, or not varied enough with the colours? I can't help but feel the image currently looks a little flat. I'll post regular updates.

???

39
Pixel Art / Re: Gypsy Forest (RPG tiles)
« on: June 19, 2010, 11:06:05 pm »


Thanks for the feedback, St0ven. The master and pupil together again!  :crazy: Following your lighting example I have refined my own. It's now pretty similar to yours in light source direction. Thanks for the help there. I did lose the shape somewhat. The hand may need that little extra bit of refining as when I compare yours to mine the former does seem to be a bit more impact to it.

What I haven't done is changed the palette yet. Whilst yours is very nice and has a swell mixture of colours, it's not really that look I'm after. Perhaps when I said twilight it wasn't the right word. What I want is a very rich blue light source throughout the whole environment. On yours it seems like there are more greys and yellows whereas I want to stick as much as possible to blues and greens. It doesn't look too dark on my monitors, but I do have them quite bright with a lot of clear contrast between the shades. What does everyone else thing of this?

I'd highly appreciate it if you could whip me up another palette to shades you'd consider more suitable, but still retain that blue and green focus that I'm aiming for.

Thanks again St0ven!  ;D

The new stone head is obviously still a work in progress. I'll get on that ASAP.

40
Pixel Art / Re: Gypsy Forest (RPG tiles)
« on: June 16, 2010, 10:39:26 pm »
Shalom, comrades! A little more progress!  :D



I've been adding more rocks and broken statue pieces to the tileset. For the moment I've preferred to stick with my original colour palette, Eyecraft, as I feel the deep blues better convey the atmosphere I'm going for. Blue is creepier. Perhaps I'll come to regret this decision, I don't know. I'm trying to create quite a spiritual, stonehenge like area within the forest. Lots of big stone heads sticking out of the ground and other things to that effect. If you guys want to provide any tips or inspiration for shapes, do pipe up!  :)

These rocks have got more significant shadow on them which match the work in progress boat. Unfortunately the old trees I did will now require a spruce up because their lack of deep shading clashes quite badly. I should plan these things out more thoroughly instead of just jumping straight into new pieces!


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