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Pixel Art / Re: theater scene
« on: September 07, 2018, 07:07:41 pm »
Eishiya's points still apply here; you've not addressed them. Maybe you're misinterpreting.
The biggest issue here for readability is value and color. Your middleground (the front of your background in this case since your chars are the foreground) is standing out too much because of your wide range of values all across it, and your characters are blending into that value range because it's so busy. Like, if I squint my eyes, I can't distinguish your chars from the middleground. Revisit your background with colors that you can assign to a particular value on the scale, while keeping the idea of how atmospheric or aerial perspective affect this the closer your land gets to the horizon.
You have an idea of atmospheric/aerial perspective, but you can push it more and lower the contrast as you go into the distance. Here's an example photograph of this:
https://cdn-images-1.medium.com/max/1600/0*rkGrwbvnjm1MSDWt.
As for understanding value in color, take a look at this image from this website that explains the steps. You can also read the next few pages on the site's lesson on color as it still relates to using color to create a value scale:
http://www.sovek.com/view/basics/color/01.htm
If you take a look at backgrounds for video game stages for example, you'll often be able to see how the background's colors and lighting allow for foreground characters to be emphasized and readable. You get a sense of uniformity, like in this Street Fighter example, this one from Mario Odessey and something awesome from fellow user darkfalzx.
The biggest issue here for readability is value and color. Your middleground (the front of your background in this case since your chars are the foreground) is standing out too much because of your wide range of values all across it, and your characters are blending into that value range because it's so busy. Like, if I squint my eyes, I can't distinguish your chars from the middleground. Revisit your background with colors that you can assign to a particular value on the scale, while keeping the idea of how atmospheric or aerial perspective affect this the closer your land gets to the horizon.
You have an idea of atmospheric/aerial perspective, but you can push it more and lower the contrast as you go into the distance. Here's an example photograph of this:
https://cdn-images-1.medium.com/max/1600/0*rkGrwbvnjm1MSDWt.
As for understanding value in color, take a look at this image from this website that explains the steps. You can also read the next few pages on the site's lesson on color as it still relates to using color to create a value scale:
http://www.sovek.com/view/basics/color/01.htm
If you take a look at backgrounds for video game stages for example, you'll often be able to see how the background's colors and lighting allow for foreground characters to be emphasized and readable. You get a sense of uniformity, like in this Street Fighter example, this one from Mario Odessey and something awesome from fellow user darkfalzx.