This is a resubmit of a previous WIP piece. It was made for a game project I'm trying to finish up, and I had decided to redo the introductory story backgrounds with something a bit more refined.
Lately, I've been trying to develop a style that has a strong dos vga feeling to it. While I felt that I had to make the image look a little more modern for PJ, I tried to keep some aspects of the older style. The foreground knight's armor tries to show reflections by showing grit instead of ignoring those details with flat colors. The idea of this is to imitate the color reduction styles of the vga period. Another style element is the use of a speckled gray for objects in the distance/darkness. For games like Doom that had variable lighting, the vga requirement of at most 256 colors on screen, and with sprites having to be variably dimmed, the color ramps were long and the darker muted colors replaced with grays that could be shared. As a result, when a sprite was dynamically darkened via a color map, there would be a lot of speckling of darker grays for the colors near black. In this piece I could have used that effect a bit more I think. Finally, the noise effect for the moss in the bottom left was a common effect to see used, usually with colors with little contrast between themselves (and especially with browns and grays). This is very easy to get with the pencil tool in a laggy paint program.
Also, shoutout to frankiesmileshow for his suggestions.
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