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Posted: 01 May 2006, 22:52
by yosuhara
this is axe in stem (don't ask, this is what translator spit out besides it is obvious from picture) it can be used in a larger area of cutted trees, or near house of lumberjack...or so... :)
U know what? forget it. Just tell me what u think about this picture:

Image

Posted: 02 May 2006, 19:29
by Modanung
Yea, I like it too. Either you're improving or this is just a lucky shot. :)
I think it's a bit dark and too saturated though... too brown. Also the inner wood and the cortex do not have the same colour.

Posted: 02 May 2006, 20:11
by yosuhara
Modanung wrote:Yea, I like it too. Either you're improving or this is just a lucky shot. :)
I think it's a bit dark and too saturated though... too brown. Also the inner wood and the cortex do not have the same colour.
actually, i'm improving my skills :roll:

Posted: 04 May 2006, 21:40
by yosuhara
i have made a cart. It's still somewhat unfinished, lacks distant wheel and good wood texture, but i'm gonna finish it... And please, don't mind colour of that wheel because i was going to make red cart and this is what came out:

Image

:roll:

Posted: 04 May 2006, 22:21
by Modanung
Angle/perspective is very wrong. It's drawn almost directly from the side. TMW is not a platform game.

Posted: 04 May 2006, 22:56
by yosuhara
Modanung wrote:Angle/perspective is very wrong. It's drawn almost directly from the side. TMW is not a platform game.
i wasn't sure about that angle but in my opinion it's not that wrong...

Posted: 04 May 2006, 23:11
by Crush
the official perspective of the mana world, as written in the graphic guidelines, is diagonal from 45°. that would mean a ratio between vertical and horizontal of 1 : 1.4. for practical reasons i usually approximate this to 1:1.5 (about 42°). a flat surface that would be 32x32 pixels when seen from above would be 32x21 pixels seen from diagonal perspective. this checkboard floor i made a while ago is a good example (every field is meant to be a square):
Image
front-back lines are two third as long as left-right or up-down. i use the same ratio for left-right and up-down (dimetric projection).

a 32 pixel wide cube would then be about 21 pixel deep:
Image

sometimes i am sloppy and use not a 1:1.5 but a 1:2 aspect ratio (like at the tree stump). but the ratio you are using for your cart is (when i assume that the cargo area is as broad as it is high) about 1:4.

the problem is that objects with a different aspect ratio just seem out of place. a good (or bad) example for this are the old crates on this screenshot:
http://wiki.themanaworld.org/index.php/ ... sion_1.png

Posted: 05 May 2006, 00:05
by yosuhara
thanks for this wide explanation. So it seems that i must remake my cart :(

Posted: 05 May 2006, 00:13
by Crush
not everything. you can keep the front side as it is. you just have to redo the back side.

Posted: 05 May 2006, 08:21
by yosuhara
5 min. scarecrow in the grain field.... I know it's totally wrong and awfull, but it is just for fun :D

Image

Posted: 05 May 2006, 22:57
by Ultim
You are good at coming up with ideas. You are not so good at graphics. I mean that positively.

Posted: 06 May 2006, 13:16
by Modanung
Ultim wrote:You are good at coming up with ideas. You are not so good at graphics. I mean that positively.
Yes, yosuhara couldbe very useful as a muse... source of inspiration. We had this before with other member, they came with something that needed some improvement but was a good idea and I redid them.
I'm talking about people like Ultim and Tyaedalis, they made the origonal pieces of these:
ImageImageImage
Just encouraging Yosuhara. :)

Posted: 07 May 2006, 17:52
by Crush
yosuhura isn't that skillful yet. but he shows enthusiasm, creativity, talent and learns quite quickly. he could become a quite skilled artist and a valuable addition to the team. he reminds me alot of myself about a half year ago when i decided to learn pixel art to give the TMW project a boost.

this were my first graphics for tmw:
Image
horrible, wasn't it? but with the constant support, critique and help of the tmw team i improved a lot over the last months and became better and better.

Posted: 08 May 2006, 16:03
by Rotonen
I think yoshuara has a good eye for things. I really like the general design of that scarecrow: it's immersive (especially the deterioration). Also the general style is relatively naivistic (cheerful, one might say) inspite of the "immersive realism" and that's what we're after due to our inspirations (SoM, SNES/Genesis in general).

Posted: 09 May 2006, 00:24
by Rotonen
At the time I'd like for him to concentrate on the cave additions and especially on the arena tileset improvement that hasn't really progressed. Random contributions are nice but concentration will bring us forward.
http://forums.themanaworld.org/viewtopic.php?t=1277