AuthorTopic: GR#164 - Room Interior - RPG-view Gameart shading  (Read 9983 times)

Offline Kich

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Re: Room interior; RPG-view (help on shading)

Reply #10 on: December 11, 2013, 05:55:32 am
oh, quick note.  Shadows do not multiply if there is only one light source.  So the shadow of the window running over the sofa should all share the same value, instead of being banded like they are now. 

This is actually pretty well represented in the previous edits that Stava and Nameless Force made.
True, alright then. ::)

But there's something I still don't get.



The second one looks better to me, but isn't supposed to exist a shadow up there like in the 1st image?

Offline astraldata

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Re: Room interior; RPG-view (help on shading)

Reply #11 on: December 11, 2013, 06:35:04 pm
One thing I think I should add is that even though something looks good up close and isolated as you have there with the sofas, you always have to think about the "big picture" in terms of readability.

If you were to step back and look at the first one with fresh eyes, you'd get a feeling of dappled light on the living room. In the second one, you'd get a sense of something off, but likely wouldn't know what it is (and it may not really bother you that much, but your brain will tell you *something* is off regardless). It may not look right, but it is indeed correct when looking at it from a big picture view and with fresh eyes.

You might not like it because the cast shadow's coloring on the couch might be too harsh for you, and in my opinion, I think it is for me. I doubt the reason you don't like it is because it looks 'wrong' though (the second image I mean).
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Offline Kich

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Re: Room interior; RPG-view (help on shading)

Reply #12 on: February 03, 2014, 07:32:39 pm
Sorry for my disappearance. This piece is under slow-motion construction.


I think I finished the wooden stairs. I removed the statue (I'll redo it later) and added a recognizable carpet, I guess.

Thank you a lot for the tips, astraldata. :D
« Last Edit: February 03, 2014, 07:34:13 pm by Lucas Kich »

Offline DatMuffinMan

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Re: Room interior; RPG-view (help on shading)

Reply #13 on: February 03, 2014, 07:41:11 pm
Perhaps make the stairs overlap the white border on the tap to make them seem as if they're leading to a higher level more?

Offline Kich

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Re: Room interior; RPG-view (help on shading)

Reply #14 on: February 03, 2014, 08:04:20 pm
It's a good idea indeed. I don't actually know if I'll use the borders anyway, they look inconsistent for me.

Offline Pix3M

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Re: Room interior; RPG-view (help on shading)

Reply #15 on: February 03, 2014, 08:38:01 pm


Horizontals are more effective at conveying.... horizontal planes.

Verticals convey a feeling of height that might look a bit chaotic with floor boards

Offline DatMuffinMan

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Re: Room interior; RPG-view (help on shading)

Reply #16 on: February 04, 2014, 09:42:18 pm
The stairs do look better in my opinion, but something still seems weird about them - I can't convince myself to see them for what they are meant to be. This might interfere with the modern look of the rest of the room, but perhaps have them form an actual stairway (like standard wooden ones, with vertical 'steps' connecting the horizontal ones), and then have the vertical ones darker than the horizontal ones to show the difference in orientation.

On a side note, everything looks so pretty next to the other objects; palette, design, layout, all look really nice!

Offline Facet

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Re: Room interior; RPG-view (help on shading)

Reply #17 on: February 05, 2014, 01:33:07 am
Yeah, the floating stairs look a bit like curved or recessed forms with such a strong gradient across each, I'd expect them to be fairly flat with the light behind them, previous versions look fine to me.

I actually really like the vibe you have about now without so much material texturing; the few fully detailed little touches pop and play nicely, and the white baby grand on floorboards is pretty darn classy looking, I'd personally dial the table detailing back some, and enjoy the general sleekness.

Not a fan of the cornice/border thing 'cos it's not clear what it is exactly. I like the vertical boards here because they harmonise with the lighting direction and draw the eye up to the window.
« Last Edit: February 05, 2014, 01:38:34 am by Facet »

Offline r4c7

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Re: Room interior; RPG-view (help on shading)

Reply #18 on: February 05, 2014, 01:49:25 am
The dimensions and shaoe of the baby grand seem wrong to me. I feel it should be a little longer in the back. Here is an image for the shape:

You can hopefully see how the curve to the smaller edge is more gradual. If you open the lid, it would look magical. I'll try to make an edit during the week, but it seems like its still a wip, so you may fix it by the time I get to it. Iif you want to make it into a full grand, you'd have to mess with the shape massively.
Also, just my opinion, It would be even greater if you tilted the piano, but you would have to completely redo it.