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Been busy lately, :(
But here is what I did in my spare time tonight, its a WIP remake of the swamp dungeon from earlier... Im really lost about the flooring... The stone floor, is rather griddy, I kept chaning the positions of the brighter stones in hopes of fixing, but all to no avail.. The blackness with a border is were I need to put a unique pattern like in the first tiles for this dungeon... But I am rather tired now... :asleep: http://img254.imageshack.us/img254/9250/capturegdi.png |
Hey youre pretty good
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One thing that is really detracting to me is the random noise dithering.
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The texture on the floor is a bit repetitive.
And also it doesn't seem like much of a floor texture. |
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another thing that i've noticed is that you keep putting your light source to the left.
which isn't a problem, as long as you're consistent, but it keeps creating these weird visual effects where it look like the left sides of objects are longer or slightly higher than the right side. |
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http://img291.imageshack.us/img291/4598/brickz.png |
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http://img209.imageshack.us/img209/4598/brickz.png |
I think it looks much better without the noise, it looks sharper and since you used so much noise on it, instead of looking like degraded brick, it just looks like a degraded image.
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The bricks with noise seems to have more of a gloomy dungeon feel. As if the walls were covered with something that blended them all together.
The bricks without noise seem much more defined. Almost a brand new look that would fit a royal castle or something. Although in this scene I agree with Maximus, it fits better when it is more defined. |
I was kind of thinking of having the noisy on the inside and the normal one with a palette change and different frame for outside... But if you guys believe the less noisy one is better, so be it.
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Well now seeing it the other way, I rather like it without so much noise.
You don't have to scrap the second one though, you could define the noise a little more and turn it into moss |
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