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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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I've looked at it in more detail.
Most of what I have to say is about colors, and I understand you plan to fine-tune that later, so it's probably pointless of me to say it now. Anyway. In a row of houses, some roofs will have been redone, and are usually a very different color, even contrast. I've noticed the varying amount of brown, but the red base itself might wander around, a lot. Also, big old buildings such as the large market hall will probably have been redone with cheaper materials, such as corrugated iron or asbestos-cement. I think the building walls would look nicer in the warmer greys, with variations, and the shadows cooler greys. But I know you've planned this! Is this totally imaginary, or do you have some reference? I'll be sure to keep an eye on this project! |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Thanks for the timely input. I'm close to setting the standards of the entire scene, so comments are critical at this time. Colour adjustments are still in the agenda.
Originally posted by Manupix In a row of houses, some roofs will have been redone, and are usually a very different color, even contrast. I've noticed the varying amount of brown, but the red base itself might wander around, a lot. The different styles of roofs are meant to reflect the age of the building or the roofs. Brown-and-red roofs are meant to be the oldest of the form (assumed to be used before the 1920s-1930s), followed by plain red roofs, which are improved over later during the 1950s and 1960s. Grey roofs will be used as a successor. The first block of buildings you were referring to have roofs that were reconstructed, presumably from a fire or for maintenance. By wandering, what do you mean? Originally posted by Manupix Also, big old buildings such as the large market hall will probably have been redone with cheaper materials, such as corrugated iron or asbestos-cement. I think the building walls would look nicer in the warmer greys, with variations, and the shadows cooler greys. But I know you've planned this! The construction of buildings are based on the economic climate at their time of construction. This is a town that prospered from booming tin and rubber revenues during the 1910s and early 1920s (before the 1922 rubber price crash). The market was designed as such to reflect the town's wealth at the time of its construction, and was designed with only two masonry walls front and back and tiled roofs, while the rest are primarily wooden and cast iron between (it couldn't be fully illustrated because of its angle; the sketch offers a better view of this area). Of course, markets in larger mining towns that are primarily wooden and supported by cast iron/steel pillars and roof frames are unknown, but they were built much earlier, during the 1890s to 1920s. Originally posted by Manupix Is this totally imaginary, or do you have some reference? It's based on a real town, (which aerial view I have), as well as large number of photographs. But I have to make adjustments to support the first two blocks, as well as to cram certain landmarks into the canvas. Edited by The Mozack - 23 July 2009 at 4:08am |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Detailing on walls and completion of roof profile are mostly done. But I really hate the way the latter turned out (especially the right half). Ugh. |
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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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I've noticed an important issue on shadowing, and made a quick dirty photoshop edit (hope you don't mind).
The ground shadow on the right of your first block gives a sun angle: exactly from the left, somewhat below 45°. In this case, many of the roofs should be in shadow. I darkened and 'blued' (important) some of those, as well as parts of walls (blue arrows), progressively according to their angle (although it might be more realistic to not be progressive, it looks nicer). Conversely, I lightened some of the sunward roofs (green arrows); progressiveness would be realistic there. Same thing for the 1922 bldg: although the roof angle is slightly lower than the sun angle, the raised part of the roof should cast a shadow down to the edge. 'wandering reds': did that on 2 roofs on the left of the block, by shifting hue. Not well done, but you get the idea. I also have a perspective issue on the market block, on the 2 galleries linking the bldgs (unless these roofs are deliberately un-symmetric). Fixed one (orange marks). Tried to help on your newest roof (red arrows). The angle of view sure is a difficult one. I'd say make it as if it was directly facing the viewer, trying to get this very slight angle on the roof is only confusing. Tried 2 options, not there yet. And the back side should also be fixed: as it is, it only has 2 rows of very long tiles. Tried a few ideas. Tried 2 lightings on this bldg: the strictly left side sun (should be less contrasted though, because the roof will receive little light), and a more backlit version which I find nicer. Should not be so different as to have compatibility issues. ![]() |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Thanks for the input. You certainly took some effort pointing out any flaws.
The angles of the shadows are not final, but I'm certain to base most shadows on 1x2 pixel lines for shadows cast on isometric walls: ![]() The angles of shadows you are suggesting are also of early-morning or late-afternoon/evening. I'm going for a late-morning or early-afternoon scene, so the angles are naturally steeper (as illustrated above). While that doesn't require extensive shading on the roof, shadows are still a necessity. As for the shadows cast on the road, it's probably as accurate as it is to my shadow scale. All these are, of course, not final either, but I have a picture of how the entire scene should play out. The semi-detached building are actually built along a curved streetside. That's why the buildings aren't parallel. Otherwise, my job would had been much easier. I'll get back to you on roof colours. This one could be a bit tricky to assess. Edited by The Mozack - 23 July 2009 at 12:01pm |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() ![]() Double checked the shadow angles again. The second one is used by the market. By coincidence, that one uses a 1x1 pixel line. It's pretty much how I originally measure the length of shadows, so it's technically accurate. Edited by The Mozack - 24 July 2009 at 5:24am |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Done most detailing on the roof; colour remapping not started yet, and the shadows have room for improvement. As much as I appreciate comments on how to improve the scene, would it be better to post this on wayofthepixel.net for better explanations on lighting, colouring and shadows? Edited by The Mozack - 17 August 2009 at 12:18pm |
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fortunato
Seaman ![]() ![]() Joined: 11 August 2009 Online Status: Offline Posts: 29 |
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your colors are very saturated and dark.. please try to go for some less saturated colors, and not so much pure grey.. (maybe it isnt pure grey but it looks like that to me). other than that.. your perspective skills are truly something to admire.. this has wondorous amounts of potential and ill be watching this progress.
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Pragz
Commander ![]() ![]() Joined: 09 August 2009 Location: Ireland Online Status: Offline Posts: 136 |
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I disagree. I like the sharp red on top of the grays. Very nice effect. :)
Great work! |
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Hello - I'm new here. :)
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Fortunato and others before have a point. The palette has been a bone of contention for a long time, and I originally started out using MS Paint palette colours to make initial editing easier. It's not natural and will have to be rectified sooner or later.
For that, it's time for a proper colour index. The reds and grays in particular require desaturation and hue adjustments, and the general apperance of the scenes have improved somewhat as a result. Here's the first block with the original colours: ![]() And the same block after remapped reds and grays: ![]() The market block before: ![]() ...and after: ![]() The change in reds have actually allowed the browns on the roof to stand out and blend better, so that's a good start. I'm still not happy with the grays though, because it's contrasting with the reds now. Perhaps shifting it to yellow hues will help. Edited by The Mozack - 18 August 2009 at 9:06am |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Made quite a few changes on colour use, and joined both blocks. Might look into the roofs again after a bit more editing on ground level surfacing.
![]() Started a thread on Pixelation as well: http://www.wayofthepixel.net/pixelation/index.php?topic=9053.0 |
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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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Wow! This is getting some scope!
I recently looked carefully at some tiled roofs in southern France, with the intent of pixelling them (someday). I noticed some, but not all, have very different tile colors next to each other, and randomly set. Usually a majority of pale dirty pinkish tiles, some dark grey, and a few red ones, usually the newest. I guess these variations appear during repairs. I found some photos to explain this. Edited by Manupix - 07 September 2009 at 4:07pm |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Ah yes, color variations on the roof. It would be great to have more colours on the roof, but this can add too much workload and drag production time even longer because I'll be doing many more of these sort of buildings.
Red and brown tones should do for this one, but I can experiment roof design based on your references when I work on something smaller. In the meantime, spent a bit of time detailing edges of street-level surfaces. ![]() If there isn't any more comments on the roofs or anything else, I might rework some of the roof again, inspect the blocks on more time and start work on a new block. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Decided to detail the roofs of the first block anyway. Screw the old look. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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I can safely conclude that the styling of the entire scene has been hammered out based on the design of the two block. There are still a few goofs to rectify, but these blocks should be done until I get back to it for the addition of various props in the future.
In the meantime, I'll be starting on this block: ![]() |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Framework half-done. |
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darchangel
Commander ![]() ![]() Joined: 18 November 2014 Online Status: Offline Posts: 182 |
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Keep up the excellent work Mozack, that new roof makes your houses look so much better, gives them character.
Edited by darchangel - 13 September 2009 at 10:35am |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Started again. Detailing at this angle is pretty tricky. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Working on some of their roofs now. This shouldn't be as much of a problem as before. And a little note. The four buildings to the right are based on references; the other three to the left aren't. I'll have to look through other photographs for some ideas for this sort of construction. Edited by The Mozack - 18 September 2009 at 9:42am |
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JC Denton
Midshipman ![]() ![]() Joined: 25 September 2008 Location: France Online Status: Offline Posts: 75 |
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I love this project, keep it up !
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Reworked the buildings to the left, changing them from three units to four. Figured the wide width of the buildings is more of an exception than a rule. Also lowered the height of the buildings and changed the facade. |
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STE'86
Seaman ![]() Joined: 17 September 2009 Location: United Kingdom Online Status: Offline Posts: 20 |
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I have no crit, but i have had to post and say that is one of the most incredibly gutsy undertakings i ever ever seen in pixel format
![]() vector, yes but u must have the patience of a saint or be clinically insane to enjoy doing that in pixels ![]() well done and good luck Steve |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() First round of detailing. Designs vary between each unit in this row. Edited by The Mozack - 27 September 2009 at 10:44am |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() More detailing. The building to the left features horizontal glass shutters in place of wooden shutters. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Further detailing on frontage. |
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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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Looks great!
2 things I don't understand well: horizontal glass shutters: these look like very modern, dark metal things (not glass), is this what you have in mind? Open 1st floor fronts: are they actually wide open? or are they glassed shop fronts? in which case you wouldn't see that much inside, mostly reflections from outside. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Originally posted by Manupix horizontal glass shutters: these look like very modern, dark metal things (not glass), is this what you have in mind? Shutters like these have been in use since the 1950s. But it isn't common in the West due to it being more intended for tropical climates. And that's how it should look. Problem is, I'm having a hard time finding pictures of this sort of windows to show, surprising considering I see this sort of windows everywhere in real-life. Originally posted by Manupix Open 1st floor fronts: are they actually wide open? or are they glassed shop fronts? in which case you wouldn't see that much inside, mostly reflections from outside. It's varies. Shops in this setting can operate out of various fronts, including former homes, or shopfronts that are closed or open. The problem of reflections on glass frontages can be resolved using another architectural component that I'll be adding later on (that's not be main purpose though). |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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The courtyards will be the next portion to focus on. Started with the buildings to the left.
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Worked out the courtyards to the right. Should be pretty soon before further detailing can begin. |
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PixelSnader
Commander ![]() ![]() Not a troll! Joined: 05 June 2014 Online Status: Offline Posts: 3194 |
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needs AA =P
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Done some on the roof.
![]() Originally posted by snader needs AA =P LOL. Any idea where it'll be needed? |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Back. Finally started with detailing along the side. The ends of the roof pitches have also being added. It's a shame some of the window trims won't be visible. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Further detailing on the four rightmost shopfronts. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Detailing on walls and overhang frames. |
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Manupix
Commander ![]() ![]() Joined: 05 November 2024 Online Status: Offline Posts: 771 |
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Amazing as usual!
I'm a bit worried with the way the roof texture appears slanted, I think there might be a better option, which additionally gives a better tile feeling. Also, if the shop fronts are open as you told me before, the outside light should get inside more, on the ground at least. Edit about these 2 points: ![]() |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Well, the horizontal lines had yet to be introduced onto the roof, so it wasn't actually nearly completed per se. The lines are supposed to provide the other half of the tiles' outline and complete the look.
For the sake on consistency (at least for buildings in this area), I had to opt for the same tile design as the previous two blocks: ![]() So, yeah. The advice was good, but the problem was already resolved quite a while ago. :C EDIT: As for the shading inside, it does depend on the angle of whether there is internal lighting within the interior. I'll take note of your advise and consider it during final detailing. Edited by The Mozack - 16 December 2009 at 4:16am |
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Minstrel
Seaman ![]() ![]() Joined: 19 December 2006 Location: Poland Online Status: Offline Posts: 37 |
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I'm always giddy when I see an update in this topic. Townscape 2 is certainly one of the most interesting projects on this site.
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Stratto
Midshipman ![]() ![]() Joined: 07 December 2006 Online Status: Offline Posts: 56 |
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Not sure if you've started on roads, but brick streets might look good for this portion of your town.
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Originally posted by Stratto Not sure if you've started on roads, but brick streets might look good for this portion of your town. Brick (or cobbled) streets are more of a luxury common in richer, historical cities (where it would had been completed before widespread use of tarmac), or urban centres from the 1970s onwards that have undergone urban renewal. This town is neither one of these locations, and the road is explained to be originally hard-pressed laterite before it was paved over with tarmac during the 1930s/1940s. Also, this scene is set between the post-war period and the 1970s. One of the reasons this particular time period was picked was because a modern street scene would become dated in a matter of a few years, especially if this project were to go on for an extended period of time. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Coming back to this, several bits of detailing has been done. AA on the windows should begin sooner or later. Damn, 3 months for this one block. |
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RollerKingdom
Commander ![]() ![]() Joined: 11 January 2009 Online Status: Offline Posts: 388 |
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Damn how long do you plan to spend on this project
WOW i remember it from a loooong time ago keep it up, the building u did now ^ its mad good lovely details |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Roof's almost done.
![]() Will move on to fixing those windows. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Additional detailing. Shame all that work on the shopfronts are wasted. That's vernacular architecture for you. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Adjustments on details. Expanded on drainage. |
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Rundo
Seaman ![]() Joined: 15 April 2010 Location: Norway Online Status: Offline Posts: 8 |
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This is... Epic!
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Deefect
Seaman ![]() ![]() Joined: 08 July 2009 Online Status: Offline Posts: 7 |
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Never ever stop with this until its done, please..? ;D
Its already becoming my favorite pixel-art, especially if you will complete it. And I really really love the style of red-ish roofs and white walls. Its so lovely <3 |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Roof shadows added. Finally! Now I can move on to drainage on the previous blocks before starting a new block. |
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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Starting new block...
![]() This one is on the other side of town. Turns out the rough width of the building is too wide after all. I'll have to fix this on the main canvas sooner or later. |
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Pragz
Commander ![]() ![]() Joined: 09 August 2009 Location: Ireland Online Status: Offline Posts: 136 |
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So is this all really on one huge canvas, all making up a big city area? If so, I'd love to see it all in one big piece, even if it is unfinished. :)
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Hello - I'm new here. :)
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The Mozack
Commander ![]() ![]() Joined: 16 October 2005 Online Status: Offline Posts: 132 |
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![]() Hammering out structural form. This is based off an IRL reference, BTW, with two more buildings added in to the left. |
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