AuthorTopic: Background and foreground  (Read 5879 times)

Offline A-jan

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Background and foreground

on: October 02, 2014, 06:50:13 pm
Guys, I'm a newbie in sprite, and I'm a programmer.

Is there any tips to make distinct difference in foreground and background sprite. I use blur, but something feel really off...



and is there any example on how to make moldy iron, and moldy brick?

Something like log horizon
http://media.indiedb.com/images/groups/1/1/84/log-horizon-akihabara.jpg
« Last Edit: October 02, 2014, 06:54:13 pm by A-jan »

Offline PsylentKnight

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Re: Background and foreground

Reply #1 on: October 02, 2014, 07:20:03 pm
Yea, I wouldn't use a blur effect for pixel art. Typically, the foreground elements are more detailed and saturated to draw attention to them.
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Offline Daimoth

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Re: Background and foreground

Reply #2 on: October 02, 2014, 08:09:41 pm
Your rocks are way more detailed than everything else in the sprite.

Two of the best ways to indicate background structures is to darken them a bit and not detail them as much.

Offline A-jan

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Re: Background and foreground

Reply #3 on: October 03, 2014, 05:06:30 pm
ah... I see now, so I need to change the detail of the background...



thank you :D
« Last Edit: October 03, 2014, 05:15:14 pm by A-jan »

Offline PsylentKnight

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Re: Background and foreground

Reply #4 on: October 03, 2014, 05:28:59 pm
I don't see how you changed anything on the back ground... in fact it looks even more detailed than your first picture, in my opinion. However, I think it is an appropriate level of detail. I would make it less saturated to bring more attention to the foreground, but I suppose that's a matter of preference. The character sprite reads ok against the backgrond as is.

Good work so far, btw.
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Offline Sunjammer

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Re: Background and foreground

Reply #5 on: October 03, 2014, 09:07:00 pm
Lower saturation can separate the background plane, warm/cool differentiation can help as well. Distance changes how things appear because of particles in the air and stuff, reading about light will help you with these decisions too

Offline Lux

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Re: Background and foreground

Reply #6 on: October 04, 2014, 03:19:44 pm
Your background and foreground bricks both have a similar amount of contrast and detail- try turning down the level of detail, saturation, value, and contrast on your background layers, and maybe experiment with thicker outlines around your foreground and/or most important sprites (in terms of gameplay.) I actually wrote an article about this a while back that might be helpful to you. :)

Offline A-jan

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Re: Background and foreground

Reply #7 on: October 04, 2014, 04:22:53 pm
I tried to change the saturation... and turn it into this...



Edit: so I tried to change it into more blue-ish and it look more background-ish now..
« Last Edit: October 07, 2014, 05:01:07 pm by A-jan »

Offline Anarkhya

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Re: Background and foreground

Reply #8 on: October 07, 2014, 07:56:19 am
That's a nice placeholder sky, I also love the way Owlboy managed its skies and clouds but don't forget to remove placeholders as you progress.

Offline A-jan

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Re: Background and foreground

Reply #9 on: October 07, 2014, 11:33:13 am
yessir, sorry about that, ill came with the originals  :'(
hmm.. gotta learn how to draw clouds...
« Last Edit: October 07, 2014, 05:02:31 pm by A-jan »