| WIP (Work In Progress) | |
| |
|
| Author | Message |
|
Pix3M
Seaman
Joined: 17 March 2014 Online Status: Offline Posts: 14 |
![]() Topic: Victorian-inspired living room [WIP]Posted: 18 May 2013 at 11:48pm |
|
Excuse the blatant copy-pasting from the pixelation forums.
The stuff stuck to the bottom-right corner was stuff I was saving in case I might wanna look at that later. Forgot to remove that to make this more presentable on the forums but what the heck. The random rectangle which our character is sitting is gonna be one of those fancy armchairs.
So, I'm looking to improve on my craft of tilesets. This is not made for any particular game project. I would like to make a Victorian-inspired living room with a character quietly reading a book. I also intend this to be as well-rendered as what I manage to do with this earlier experiment:
(Canopy tiling sucks but I learned a lot from it seeing how SD3 is better at the same tiling approach I copied.) :( I'll be posting my progress as I go. Let me know if there's anything at this early stage that is worth pointing out. Color scheming, proportions, perspective, interior design, stuff about the big picture. I feel a bit clueless with the couch as I'm noticing that RPG perspective looks weird with vertically-elongated forms like the sofa. I haven't studied Victorian/steampunk stuff enough but it's a setting I'm interested in gaining a bit of familiarity. |
|
IP Logged |
|
|
jalonso
Admiral
Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
![]() Posted: 19 May 2013 at 5:51am |
|
I love the Victorian tileset. If its going to be this clean and simple you'll need to be far cleaner than those messy lines in the curtains and the ugly lines in the couch to make it all work. Sometimes its best to make everything face forward in this style for optimal clean lines. Its a tough decision to make :/
To further enhance the Victorian 'look and feel' using this clean and simple pixel style consider lots of soft tone-on-tone patterns and decoration. --- Nothing for you on the tree tiles. |
|
|
|
|
IP Logged |
|
|
ultimaodin
Commander
Joined: 04 May 2010 Location: Australia Online Status: Offline Posts: 162 |
![]() Posted: 19 May 2013 at 8:51am |
|
First off the couch looks wrong because it is wrong. Remember that the camera is at a 45 degree angle so seeing back angles of the chair seem shorter in length and steeper than those facing the camera. So like
front-> /|_/| Also remember that the arms shouldn't be of the same thickness as the far one will have its height partially cut off by the cushions while the closer one includes the height of the cushions. It can be difficult to simply remember these facts while working so it's always good to have a reference image nearby. It doesn't have to be the same couch or angle, but so long as it has the basic shape of the couch it should help a lot in imagining angles, heights etc... It will also help if you google Victorian furniture to get the Victorian feel. Next of the dark parts of the wall besides the fireplace extrude deeper than the wall. I'm assuming it will be more detailed with the bottom screen. The bottom screen looks brilliant by the way. Be cool to see the top one when it's done. Also, if you looked at SD3 for trees etc, you should look at the inside tiles the do as well. |
|
|
The world is but a shadow of emotion, cast in shades of grey.
|
|
IP Logged |
|
|
Pix3M
Seaman
Joined: 17 March 2014 Online Status: Offline Posts: 14 |
![]() Posted: 21 May 2013 at 3:10pm |
|
Originally posted by ultimaodin
First off the couch looks wrong because it is wrong. Remember that the camera is at a 45 degree angle so seeing back angles of the chair seem shorter in length and steeper than those facing the camera. So like front-> /|_/|Also remember that the arms shouldn't be of the same thickness as the far one will have its height partially cut off by the cushions while the closer one includes the height of the cushions. It can be difficult to simply remember these facts while working so it's always good to have a reference image nearby. It doesn't have to be the same couch or angle, but so long as it has the basic shape of the couch it should help a lot in imagining angles, heights etc... It will also help if you google Victorian furniture to get the Victorian feel.Next of the dark parts of the wall besides the fireplace extrude deeper than the wall.I'm assuming it will be more detailed with the bottom screen. The bottom screen looks brilliant by the way. Be cool to see the top one when it's done. Also, if you looked at SD3 for trees etc, you should look at the inside tiles the do as well. How humbling. I have been looking for resources to know what a Victorian-style couch looks like and how they are arranged and I'm told to use references. I guess I wasn't paying enough attention, I guess. Also, anything in particular I ought to look out for SD3's interiors? I looked at their trees since I was told they did a really good job of recycling the same tree to create entire forests. I went a bit farther defining my forms and tried adding some more furniture.
I know I'm gonna need to do more research to go farther but as it is, I'm gonna need to focus on conveying a night time scene. I unwittingly gave myself a challenge knowing that the kinds of light sources I gave myself are a bit obnoxious for tiles. And, the box in the corner is gonna be a grandfather's clock. lol I created an out-of-place gray color only for the sake of making that top plane visible. The forms on the curtain will be more than just the messy line work, so don't worry. Edited by Pix3M - 21 May 2013 at 3:10pm |
|
IP Logged |
|
|
ultimaodin
Commander
Joined: 04 May 2010 Location: Australia Online Status: Offline Posts: 162 |
![]() Posted: 21 May 2013 at 11:23pm |
|
Looking a lot better - I still have no idea what's going on with those white lines but the new top section of them make them look more like poles/columns so it makes sense. For the middle of 'rise' of the couch move it up a couple pixel and make the angle behind it steeper so to match what I was talking about before.
For lighting you can always make 'shadow-less' tiles and use a different 'layer' for putting in shadows for each map. SD3 is pretty much amazing for everything. |
|
|
The world is but a shadow of emotion, cast in shades of grey.
|
|
IP Logged |
|
|
Pix3M
Seaman
Joined: 17 March 2014 Online Status: Offline Posts: 14 |
![]() Posted: 21 May 2013 at 11:56pm |
|
Originally posted by ultimaodin
Looking a lot better - I still have no idea what's going on with those white lines but the new top section of them make them look more like poles/columns so it makes sense. For the middle of 'rise' of the couch move it up a couple pixel and make the angle behind it steeper so to match what I was talking about before.For lighting you can always make 'shadow-less' tiles and use a different 'layer' for putting in shadows for each map. SD3 is pretty much amazing for everything. The white lines? They are basically columns there for the purpose of framing the main focal point of the room - a fireplace. They are kind of in a blocked-in stage as it is. I might try an approach with 'cheating tools' just to get suitable lighting for night time but the tileset, even if not made for an actual game can be used for daytime. Is this an approach you have in mind? |
|
IP Logged |
|
|
||
Forum Jump |
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |
|