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Posted: 30 Jan 2007, 17:31
by Crush
when you plan to always place the torches between the columns it would maybe not be the worst idea to ignore the usual "light source from south-west-up" rule and light the columns and the ark from the direction of the torch.

Posted: 30 Jan 2007, 20:16
by AxlTrozz
too much real life, but i have partially something to show you, i will take the rest of my day to finish all the details but here you have an advance...i have two options

Image

Posted: 30 Jan 2007, 21:33
by yosuhara
AxlTrozz wrote:too much real life, but i have partially something to show you, i will take the rest of my day to finish all the details but here you have an advance...i have two options

Image
shouldn't the middle column be on one level with other two? it's placed 2 pixels away. I prefer the version no.1 and arc need to be fixed.

Posted: 30 Jan 2007, 21:57
by Rotonen
The things here look nice when separated, the interphases and shadowing are probably your problems.

Posted: 31 Jan 2007, 01:26
by AxlTrozz
brief:

1. two pixels diff in column is corrected
2. shadows (im not good with that but thats why im here)
3. i added the torches
4. added light reflections in the bricks and floor
5. darker floor
6. i tried to have more consistency this time

but still nedd work on light reflection in the middle column because it looks still odd
also i have an idea replacing the bricks

Image

the picture shows a one pixel white line (top left) but it doesn't exist in my file so ignore it.

The char is really ligthed and looks odd when i put it in the map, but i think we can add something like the cave shadow to fixit, is that possible ?

P.D. The torch are suppost to be magic, thas why the light balls are suspended in the air

Posted: 31 Jan 2007, 02:05
by Crush
Don't overdo it with the light and shadow effects.

1. the shadows won't fall on the player and monster sprites like the player would expect. Using too many complex shadows will look strange when they interact with mobile objects

2. All those shadow and light tiles are a mappers nightmare and very hard to combine.

Posted: 31 Jan 2007, 07:29
by Rotonen
I think we should do the lightsources as particle emitters and also attach overlays to the light emitting particles.

Posted: 31 Jan 2007, 10:46
by Pauan
AxlTrozz wrote:brief:

1. two pixels diff in column is corrected
2. shadows (im not good with that but thats why im here)
3. i added the torches
4. added light reflections in the bricks and floor
5. darker floor
6. i tried to have more consistency this time

but still nedd work on light reflection in the middle column because it looks still odd
also i have an idea replacing the bricks

Image

the picture shows a one pixel white line (top left) but it doesn't exist in my file so ignore it.

The char is really ligthed and looks odd when i put it in the map, but i think we can add something like the cave shadow to fixit, is that possible ?

P.D. The torch are suppost to be magic, thas why the light balls are suspended in the air
Ah yes! Much MUCH better! Now, whether you replace the bricks or not, I think they look quite odd. Your main problem is that you have the arch, then a sudden cut-away, then bricks, then more cut-away, etc. Try to have the top 10-20 pixels or so continue over into the brick area. That will give a far better feeling to it. Also, as Crush said, don't overdo the light/shadow stuff too much. It's definitely looking good though!

Posted: 31 Jan 2007, 14:51
by Bjørn
Something I find strange is that the temple has two entrances, and also that each entrance has a pillar in the middle. It seems to be heavily based on ancient Greek temples, but they always have the main entrance in the middle with 4, 6, 8 or 10 columns at the front.

Posted: 31 Jan 2007, 16:14
by Rotonen
Bjørn wrote:Something I find strange is that the temple has two entrances, and also that each entrance has a pillar in the middle. It seems to be heavily based on ancient Greek temples, but they always have the main entrance in the middle with 4, 6, 8 or 10 columns at the front.
If people find it odd, they find it new. If they find it new, it just might be original enough.

Posted: 31 Jan 2007, 17:17
by AxlTrozz
Bjørn wrote:Something I find strange is that the temple has two entrances, and also that each entrance has a pillar in the middle. It seems to be heavily based on ancient Greek temples, but they always have the main entrance in the middle with 4, 6, 8 or 10 columns at the front.
well, they are two versions, left and right, the i have to create the rest, if you see the middle column in the arch is different (with and without top column head)

Posted: 31 Jan 2007, 17:25
by AxlTrozz
Actually i did use all kind of ancient architecture to inspire my work, but i go more for a mixed multi-cultural architecture style, i still hadn't include the snakes at the entrance, the viking style tiles and others i'm planning to work, but again we can use all of them or just pieces

Posted: 31 Jan 2007, 19:14
by AxlTrozz
brief:

1. Rollback light effects in the floor
2. wall reach both sides
3. some bricks replaced by what i call masonry
4. added a column shape behind the torch

Image

P.D. i dont know why the right side is cropped when i posted to the forum, anyway i think it would be good if you open the image in a new window (hope so)

Posted: 01 Feb 2007, 00:01
by AxlTrozz
update:

1. shades in columns more uniform
2. eliminated the second version (right side)
3. walls streched with column shapes

Image

Posted: 01 Feb 2007, 00:42
by Crush
Judging from the position of the torches and the dropshadows the vertical columns are lit wrong. The bright parts should be dark and the dark parts bright.

And then there is something wrong with the perspective of the horizontal columns. Look at the point where the horizontal column meets the arc. Something is wrong there.

But besides that the tileset is making very promising progress.