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-   -   My progress (https://forums.graalonline.com/forums/showthread.php?t=134261291)

maximus_asinus 01-09-2011 06:41 PM

Quote:

Originally Posted by Demisis_P2P (Post 1621542)
You're much better off making the tiles light and grey and then using a seteffect on the level to make them dark and purple/red/green/brown.

I was about to suggest this. The tiles right now remind me of a backpal or seteffect on top of regular tiles. Why make the tiles dark if you can make them dark with an effect? It makes the tiles more multipurpose.

DemonSpawnn 01-10-2011 01:14 AM

http://img220.imageshack.us/img220/9056/capturevk.png
Well, I redid the grass and dirt a bit, but they aren't supposed to be very noticeable.
I also added some depth to the walls with an indentation. Right now I am considering adding lanterns on the walls with a green glow. I honestly don't think a set effect would look good on it..

Cloven 01-10-2011 01:23 AM

Quote:

Originally Posted by DemonSpawnn (Post 1621693)
http://img220.imageshack.us/img220/9056/capturevk.png
Well, I redid the grass and dirt a bit, but they aren't supposed to be very noticeable.
I also added some depth to the walls with an indentation. Right now I am considering adding lanterns on the walls with a green glow. I honestly don't think a set effect would look good on it..

Yeah I'd say you'll need to add some light sources here and there. On its own your levels like this would be far too dark and likely require people to have to edit their display settings, heh.

DustyPorViva 01-10-2011 03:13 AM

I think this is going in a very dark direction, and not for the better. You can achieve a gloomy feeling without making the player look at a near-black screen the whole time.

I made a very rough edit, and when I say rough I mean rough. I only edited a few parts, like some pillars, some portion of the walls, the stairs, the floor. I think contrast is something being neglected here. I upped the contrast in my edit merely by placing some black strategically. Also, the reason your stairs were suffering so bad is because they lacked a black line, and the step themselves(the underside?) were softened with your method of shading where a solid block of pixels makes it much more obvious. I didn't touch the door though, and the pits seems to have suffered from my color replacements.
http://i.imgur.com/8Dr1U.png

Clockwork 01-10-2011 04:54 AM

http://img403.imageshack.us/img403/5...spawnedits.gifhttp://img209.imageshack.us/img209/7...pawnedits2.png

played with it some... left shows one of the originals (from a few posts above this one), and my edited version, and a version with a graphic that keeps it slightly darker outside a players lighted circle of sorts.

right is just my edit itself.

Also had to desaturate my player quite a bit in order to not appear as a brightly colored cartoon on these tiles :o

Luda 01-10-2011 06:04 AM

NBC logo on top of door haha

DemonSpawnn 01-10-2011 06:32 AM

Quote:

Originally Posted by DustyPorViva (Post 1621714)
Also, the reason your stairs were suffering so bad is because they lacked a black line, and the step themselves(the underside?) were softened with your method of shading where a solid block of pixels makes it much more obvious. I didn't touch the door though, and the pits seems to have suffered from my color replacements.

Ah, I see now.
Quote:

Originally Posted by Clockwork (Post 1621721)
played with it some... left shows one of the originals (from a few posts above this one), and my edited version, and a version with a graphic that keeps it slightly darker outside a players lighted circle of sorts.
right is just my edit itself.
Also had to desaturate my player quite a bit in order to not appear as a brightly colored cartoon on these tiles :o

I really love the usage of warmer colors here it looks fantastic, I must try it. I had thought of doing a lighting effect, but the light beam doesn't really make sense, considering crypts are primarily underground. Also we do have a script to darken the character. :3
Quote:

Originally Posted by Luda (Post 1621725)
NBC logo on top of door haha

Ya, well its below the NBC headquarters, here lies all their failed shows... Its really packed in here. :eek:
http://img341.imageshack.us/img341/5483/capturejs.png
Thanks for all the help guys, It should be just about done, I won't spam anymore updates on this now until I do some massive changes. :)

smirt362 01-10-2011 10:29 AM

No keep spamming updates, it's the only active graphics thread on the forum at the moment

DemonSpawnn 01-13-2011 05:03 AM

Well, Ill just throw that crypt project some were and finish it later.. Here is what I did tonight...
http://img148.imageshack.us/img148/4370/treej.png
I kinda went crazy with those roots and knotholes, Not very proportionate either...

xXziroXx 01-13-2011 05:34 AM

Sweet dude.

Mykel 01-13-2011 06:03 AM

Quote:

Originally Posted by DemonSpawnn (Post 1622410)
Well, Ill just throw that crypt project some were and finish it later.. Here is what I did tonight...
http://img148.imageshack.us/img148/4370/treej.png
I kinda went crazy with those roots and knotholes, Not very proportionate either...

It looks a bit odd with the leaves being so centered with the middle of the trunk despite the turn to the left that it takes.

Fulg0reSama 01-13-2011 07:00 AM

Quote:

Originally Posted by DemonSpawnn (Post 1622410)

Clearly it's a sleeping treant. When he raises he will murder us all...

DemonSpawnn 01-13-2011 08:55 AM

Quote:

Originally Posted by Fulg0reSama (Post 1622430)
Clearly it's a sleeping treant. When he raises he will murder us all...

Now that I think about it.. I might just want to try that. >_<

Demisis_P2P 01-13-2011 09:01 AM

That tree is very very dark, and the perspective doesn't look quite right -- it seems much too side-on.

Elk 01-13-2011 09:09 AM

Quote:

Originally Posted by Demisis_P2P (Post 1622455)
That tree is very very dark, and the perspective doesn't look quite right -- it seems much too side-on.

A tutorial I made some time ago for a GAT of mine...maybe it helps him too

http://img801.imageshack.us/img801/5...tivelesson.png


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