drawing rooms and lanscapes

  • #10, by jetsetwillyThursday, 12. February 2015, 00:17 9 years ago
    good or bad?

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  • #11, by andiliddellThursday, 12. February 2015, 10:11 9 years ago
    looks great! a nice retro style too.

    Remember if you want it to look like your character is lit by those lights you'll need to setup a lightmap in visionaire, and maybe even export the cloudy light graphics as a separate png to sit above the character layer.

    I think its a great start, floor looks fine too in my opinion. just keep checking your room perspective matches with your character sprites. I once drew most of a background at an interesting angle only to realize i would have to re-draw all of my character animations to fit that angle....needless to say i ditched the background smile

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  • #12, by LebosteinThursday, 12. February 2015, 12:31 9 years ago
    hm, seems more than one vanishing point.
    https://dl.dropboxusercontent.com/u/13472834/visionaire/1_couloir1.png
    All vanishing lines should to go to the same point:
    http://upload.wikimedia.org/wikipedia/commons/2/28/Fotothek_df_tg_0007101_Architektur_%5E_Geometrie_%5E_Perspektive_%5E_S%C3%A4ule_%5E_Pyramide.jpg
    If you love that geometric exact style, then you should follow the rules. Otherwise, it looks strange and wrong.

    Or you go the opposite way :-) Everything must be wrong. That is a good example of a vector graphic in comic style. Many large and solid color areas:
    http://fc05.deviantart.net/fs70/f/2014/024/9/3/day_of_the_tentacle_hd_repaint_full_by_bvigec-d73islr.jpg

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  • #13, by jetsetwillyThursday, 12. February 2015, 23:15 9 years ago
    i don't want to spend 4 hours to draw a map that's why 640X480 is the best resolution to me, high resolutions games is only for team developpers i guess, im alone to make a game ,

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  • #14, by afrlmeFriday, 13. February 2015, 00:04 9 years ago
    i don't want to spend 4 hours to draw a map that's why 640X480 is the best resolution to me, high resolutions games is only for team developpers i guess, im alone to make a game ,


    Not sure where you got the resolution thing from... I believe Lebostein was talking about perspective. I don't know where he plucked all those vanishing points from mind.

    The Day of the Tentacle image he provided was just an example of a scene containing a warped perspective. In fact that image isn't even from the original game as the original game was 320x240 (something like that) I think in pixel graphics. They are supposed to be doing a remake though, but it's unlikely it will be in 1080p unless they redo all the graphics & animations from scratch.

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  • #15, by LebosteinFriday, 13. February 2015, 10:04 9 years ago
    my first attempt in vectors design

    i don't want to spend 4 hours to draw a map that's why 640X480 is the best resolution to me, high resolutions games is only for team developpers i guess, im alone to make a game ,

    I do not understand what you mean. You said, you draw with a vector graphic tool. The resolution does not matter with vector graphics! You can export the same graphic with 320 x 240, 640 x 480 or with 1920 x 1440 pixel.

    Which program you use to draw?

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  • #16, by jetsetwillyFriday, 13. February 2015, 14:39 9 years ago
    yes im ok but more de resolution is big, more you must draw details, thre other reason i choose low resolution is that the animation of my character are very minimalistic , just 4 frames for walking animation, i use affinity designer this software cost 50 euros instead 500 for illustrator or flash
    i love illustrator it's a great design tool but it's to expensive for me
    affinity designer is good too but a less more functions that ilustrator, no perspective grid, no 3D distortion, but good for the price

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  • #17, by afrlmeFriday, 13. February 2015, 15:40 9 years ago
    I believe you can actually get adobe illustrator cs2 for free from adobes own website. As far as I remember most of the cs2 products were added to shareware. I think you just need to register an account. You could of course obtain illustrator for free, by other means! wink

    http://www.redmondpie.com/download-adobe-photoshop-cs2-for-f...

    https://www.adobe.com/cfusion/entitlement/index.cfm?loc=en&e...

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  • #18, by Marian77Friday, 13. February 2015, 18:31 9 years ago
    If only my limit was 4 hours per map . . .
    Anyway, the first attempts look good and life will come to them when you add details. The biggest problem with developing a game and all the graphics, sounds, animations, texts etc. is limited patience. I create my graphics with iterations and also I don't do a single map at once only. I kind of work with layers. Well, not layers literally, but the work process is like using layers. In the first step all my background images are VERY rough, just to see where to place what. Floor, walls, doors etc. The next iteration is adding some rough details, like doorframes, pipes, furniture etc. The next iteration will take care of even smaller details, like doorknobs, hinges, pictures on the walls, stuff in the shelves etc. And so on. This way the general look of an image will stay consistent, no matter at which iteration you decide to stop adding details. And again: Never lose patience. If you don't feel like working on an image, don't. Just don't make a decision like "4 hours is over, the image is ready." or "I'm bored now, therefore the image is ready now." . Take breaks, don't look at the image for a few days and then continue working at it. You will find details that you don't like and get ideas what to add. Also, you will be surprised by some things you already did look much better than you remembered them when working on the image for the last time. Find out what it is that makes them look so good and try to apply this principle for the next details. At least this works for me quite well.

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  • #19, by Marian77Sunday, 15. February 2015, 19:32 9 years ago
    Actually, when I think about it, in some cases I work 4 hours or more on a single object that is then used in a map, among many others. But it's also a question of style. I picked a more or less elaborate style, which does not allow very quick work. If you pick a simple style, I guess you can do maps in less than 4 hours, but then you must accept that the basic principle is a very plain look, which can be very nice. Although a vibrant look comes from much detail (among other), which quasi automatically means: work, work, work, time, time, time.

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