Gaming World Forums
Creativity => Game Design & Demos => Topic started by: 7LegionArmy on April 02, 2010, 06:30:36 pm
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Ok so I redid alot of it. I kept the textures but I will change them soon. its a tad better by tad Im stretching that. :fogetshrug:
Old Version MS Paint
(https://legacy.gamingw.net/etc/i25.photobucket.com/albums/c96/7LegionArmy/Chapel4.webp)
New Version Sketch Up
(https://legacy.gamingw.net/etc/i25.photobucket.com/albums/c96/7LegionArmy/1-3.webp)]
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sketch up, obviously
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Agreed! But Id like to get better at Pixel art. I mean its kinda a lost art really when it comes to games in the mainstream. 3D looks amazing and I love it but there is something hypnotic and pleasurable about 2D sprite games.
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the 3d lacks a lot of 'life', like the angels on the wall and the chandelier. It looks boring to me! if you can add that stuff to the 3d, then do that, but otherwise I prefer the 2d
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Old version is better because it actually has life to it. The art on the walls, objects, etc make it more interesting.
But yeah, if you can get that in the 3d version then mayyybe.
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I just think all the textures on the second one suck too. The first one is like there are actually churches that look like that aren't there
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I personally agree with Rajew and Neophyte, the 2D shot looks more interesting and full of objects. While the 3D one does not have all of that.
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The 3d version has a more atmospheric quality about it. I take it much more seriously.
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So its fair to asume that i sould add all the elements from the 2D version. Hmm well I will see what I can do. I think I can add alot of the elements by changing the textures and adding alot of ornimitation from the old verson to give it a little more "life". Thanks for the advice I will repost the 2nd draft after I have finished it.
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I think just about everyone looks for shortcuts, and by asking other people if something looks good enough you're just seeking justification to do something you already planned on doing. You'll be the one looking at your artwork the most, because you'll be stuck with whatever choices you make for the whole development cycle.
The question I would have asked is "Which style goes best with my sprite work?"
To that end, I knocked together a pair of mock-ups using sprites you've posted here before.
(https://legacy.gamingw.net/etc/i213.photobucket.com/albums/cc149/thekillerwolf/test1b.webp)
(https://legacy.gamingw.net/etc/i213.photobucket.com/albums/cc149/thekillerwolf/test1a.webp)
Which looks more like pictures you see in your head when you think about the project?
With your style of isometric spriting, I think the first choice is still the best one, because it is a much cleaner read... to me.
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You have an excellent point wolf. I agree the 1st is the best choice for the sprites.
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I agree that while the second is quite impressive, the first seems ot fit the sprites better-- but i feel it gives the impression of a drawing rather than a place; it seems unfinished. I'd agree adding more texture would make it pop a bit.
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I think those sprites look fine with the 3D, and if you added a bit more detail to it, it would be the way to go.
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Well the second one's details are better (hate the texture on the walls) but it's a bad comparison to your first one which seems lacking a lot of flair. Maybe if you add more details and better shading. Idk. Must be me being a 2d freak.
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Actually I really really like Killer Wolf's 3D mockups. Go with that style I say! I suddenly stopped caring about the angel tapestries when there were actual people to look at and it looks wooooonderfuuuuull
reminds me a lot of FFT which is like my favorite game!!
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ON second thought I agree with puppet wolf- but I think both need some work.
I experimented with trying to give the 2d one a more 3d look- here's the UNfinished result.
(https://legacy.gamingw.net/etc/i26.photobucket.com/albums/c103/Purplesnoopy/Chapel4b.webp)
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the door needs to be darker than the rest of the wood, bwecause it would be int he shadow of the overhang.
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The texture is well applied, and really adds to the look.
One criticism: The wood grain on the platform edge being completely vertical messes with the perspective of that area. I'm sure there's a way to modify/rotate the texture by angle, so it would be more in line with the actual direction of the railing. It works with the wood on the walls and the visible edge of the rail because those sides line up with the y axis, but the top side of the railing needs to be in line with the z axis so the texture follows along with the illusion of depth you set up.
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The texture is well applied, and really adds to the look.
One criticism: The wood grain on the platform edge being completely vertical messes with the perspective of that area. I'm sure there's a way to modify/rotate the texture by angle, so it would be more in line with the actual direction of the railing. It works with the wood on the walls and the visible edge of the rail because those sides line up with the y axis, but the top side of the railing needs to be in line with the z axis so the texture follows along with the illusion of depth you set up.
i noted that ass well. there are two ways to fix that, both requre making a new layer copying the wood texture and rotating it so it is at the right angle. the first is to select the top of the platform edge (and the railings) invert and delete everything else, the second is to use the inverted selection to to create a mask so it blocks it off for that layer. (in photo shop ofc).
EDIT: oh and the first version, i'ts unique and has a hand made feel to it.