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Golbez22
Midshipman ![]() ![]() Joined: 09 January 2014 Online Status: Offline Posts: 44 |
![]() ![]() ![]() Posted: 12 October 2014 at 9:11pm |
I recently have been creating sprites for world objects like trees...rocks....boats....etc but I have long since been plagued by creating worlds that are under detailed, flat, and weak in concept. I come here because these forums have been my main source of support and cause of growth up until now.
I am trying to build a world in the perspective of a Zelda game, but try to supply sufficiently more detail and bring the world to life while still keeping things simple. I have looked far and wide for some inspiration...I liked aspects of Midora (such as the 32x32 tiles), and then some of artists I found on other sites(the worlds they created that had overgrowth tall trees...seasons...just simple changing to the environment)...For a long while I thought to get results I would have to dish out money for a contract artist to realize even conceptually similar looking stuff to what I wanted to have, but I decided that gaining the ability to realize the pieces myself is what I really wanted. My progress is currently show in my last post HERE Though I'm proud of the things I've made thus far I have yet to even vaguely create any tiles to match. I have been working on the concept of a better 2d game experience by allowing for 90 degree camera rotations which allows worlds to develop without the problem of vision obstruction: ![]() This was an early test using Minish Cap tiles; I still want more refinement on the concept, but for now these simple goals suffice. Now here are the references I have found and a few reasons I like them: ![]() This one feels like there isn't a grid and the trees are shown to have broken in a natural manner or been cut into stumps ![]() This piece by the same artist have a brilliant grasp on the perspective I am going for, and how it should show and conceal certain details in the world (this gives a great use for the camera rotation to allow the player to explore some more details) ![]() This piece though incomplete I thing perfectly captures the feel of how I want my base world to look before it is given tall grass...rocks...cloud shadows....wear and tear....etc Joseph Silverman has been a huge inspiration for solidifying my choice style ![]() This is the image I have boiled down to be my absolute ideal style...this would be awesome if I could actually figure out the steps to creating this style, and apply it to have the height and edges of a Legend of zelda game I have some limitations to take into consideration that are very key to accomplishing the world I want 1. each material type (IE dirt, grass, water, sand, etc) must be independent of each other aka have their own spritesheets 2. each material should be able to be placed next to each other and create a readable edge (difficult but do-able through defining which material shows over the other) 3. some materials will be treated as an overlay exclusively and cannot exist on their own (grass goes over dirt....snow sits on the ground and is not the ground even if it covers a majority of it...etc) I have thought through many concepts, that I know must be true for my outcome to be what I need it to be, but I need help in order to get started...I have seen many tutorials on tiling and spriting but none of them have come close to explaining this level of design and I find myself not making any progress no matter how many times I try. Please help me I look forward to your response, and I will post any and all progress I make here on this thread. I Do Not Own Any Images Above Edited by Golbez22 - 12 October 2014 at 9:14pm |
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jtfjtfjtf
Commander ![]() ![]() Joined: 17 July 2018 Online Status: Offline Posts: 162 |
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Have you tried messaging those people directly about the art they've made and asking them about their process?
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Golbez22
Midshipman ![]() ![]() Joined: 09 January 2014 Online Status: Offline Posts: 44 |
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Yeah a little, I am trying ....no replies as of yet
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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What can they possibly say that will solve your problem that getting down to it won't. You have the road map already.
Just make your own version from what you observe and update as needed. Make a WIP thread and have other help along the way. |
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Golbez22
Midshipman ![]() ![]() Joined: 09 January 2014 Online Status: Offline Posts: 44 |
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Here is my first piece that has any decency to it
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jtfjtfjtf
Commander ![]() ![]() Joined: 17 July 2018 Online Status: Offline Posts: 162 |
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Originally posted by jalonso What can they possibly say that will solve your problem that getting down to it won't. You have the road map already. Just make your own version from what you observe and update as needed. Make a WIP thread and have other help along the way. It's certainly not a replacement for working hard, but it can't hurt to try to dig up all the available information possible. Going to school is built on that idea. Teachers help guide you and give you information and you take that information and do a lot of work to reach your goals. If one of those teachers can be the person who directly inspired him that's a good thing. And maybe they have something in their methadology he didn't think about. For example if I see an awesome character and just copy its pose for my character that's very different than having an understanding of anatomy, proportion, weight, perspective. Having deeper understanding means I can do any pose I want and not just be limited to what I have seen. Edited by jtfjtfjtf - 13 October 2014 at 12:16pm |
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Golbez22
Midshipman ![]() ![]() Joined: 09 January 2014 Online Status: Offline Posts: 44 |
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I have tried making my own, but they just don't work so I am actively seeking help to get the guidance I need to progress
here is my best piece: ![]() Edited by Golbez22 - 13 October 2014 at 5:11pm |
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