AuthorTopic: [WIP] Ultima VII-Like Mockup  (Read 5178 times)

Offline Lashloch

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[WIP] Ultima VII-Like Mockup

on: December 09, 2011, 04:28:50 am
This is a mockup of a mockup of an Ultima VII-like game I want to make. So far, I have a sketched-out UI, base figure, and some weapons/accessories for the character. Tell me what you think.

UPDATED WIP 4/11/12:


UPDATED WIP 1/21/12:






UPDATED WIP:


ORIGINAL:



« Last Edit: April 11, 2012, 10:10:29 pm by Lashloch »

Offline Lashloch

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Re: Character Display for RPG Inventory Screen [WIP]

Reply #1 on: December 12, 2011, 05:22:51 pm
Could I just get some critique/advice on the anatomy of the figure, perhaps? Shading, too.

Offline Basketcase

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Re: Character Display for RPG Inventory Screen [WIP]

Reply #2 on: December 12, 2011, 09:23:47 pm
I'm not really an anatomy guy but I can talk pixel tech. Can tell that the head could be rounder on top, and eyes should go vertically at about middle of the face.

Right now the shading is pretty much invisible, needs higher contrast. The armour's dithery texture works well, but shouldn't it have an outline, to keep it consistent with everything else?
To do: ??? Cow made my lovely avatar.

Offline Fickludd

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Re: Character Display for RPG Inventory Screen [WIP]

Reply #3 on: December 13, 2011, 10:44:44 am
Hi!

First some general things: You have almost no shading, so I don't know how anyone is supposed to critique it. This carries over into the anatomy since the body really appears paperthin without shading and we therefore cannot get a really good grip on the anatomy. Also try working on a midvalue background unless you ingame background will be very light, this can help a lot with choosing colors.

The base figure is going in a good direction, but as Basketcase says he has no forehead and the ears are very prominent and a little too low. He needs armpits =). His elbows shouldn't be visible from this angle. The blond beard is too yellow / saturated.

Swords are looking good!

Dithering the chainmail works very well.

Shading on the pant has to little contrast... and did romans really have pants?

Leather armour looks neat. Again almost no shading!

Yeah that's my cents, keep going and this will look great.

Offline Lashloch

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Re: Character Display for RPG Inventory Screen [WIP]

Reply #4 on: December 14, 2011, 03:29:44 am
I appreciate all of your advice, Basketcase and Fickludd. Apologies for the lack of shading overall... I was daunted by the task and simply opted out of it altogether!  :-X

Also, I agree about the papery look of the figure and have been working on it. Here's the latest update:



Just modified a few things here and there before I head off to bed. I realise that I didn't touch on all of your guys' points. Oh, and his hands are chopped short. Oopsi.


They aren't Romans!  :lol:

Offline Lashloch

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Re: Character Display for RPG Inventory Screen [WIP]

Reply #5 on: January 22, 2012, 01:37:11 am
Updated with a slightly better base figure (taller forehead, more muscly - still much work to do), some armour, and a couple groups of weapons.

Offline Lashloch

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Re: Basic RPG Figure

Reply #6 on: April 11, 2012, 09:53:33 pm
Updated once more with a base figure that is much closer to what I want.

Never designed a user interface before, so it's pretty utilitarian. Might spruce it up with some vines and crumbly stone, like most RPGs.

Offline Rydin

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Re: [WIP] Ultima VII-Like Mockup

Reply #7 on: April 11, 2012, 10:02:24 pm
On anatomy:
• Anatomy is not something you can just learn over night.
• Find a good reference in the pose you wish to recreate. From there, draw what you see, and not what you know (or don't know).

For shading:
• Ask yourself, "where is light coming from?"
• Then ask, "how does the light hit this 3d object?"
Man cannot remake himself without suffering for he is both the marble and the sculptor.