Axl & Eman Art Dump

All development of pixel art and graphics
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Crush
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Post by Crush » 30 Jan 2007, 18:31

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.
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AxlTrozz
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Post by AxlTrozz » 30 Jan 2007, 21:16

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

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yosuhara
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Post by yosuhara » 30 Jan 2007, 22:33

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

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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.
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Rotonen
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Post by Rotonen » 30 Jan 2007, 22:57

The things here look nice when separated, the interphases and shadowing are probably your problems.
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AxlTrozz
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Post by AxlTrozz » 31 Jan 2007, 02:26

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

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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
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Crush
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Post by Crush » 31 Jan 2007, 03:05

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.
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Rotonen
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Post by Rotonen » 31 Jan 2007, 08:29

I think we should do the lightsources as particle emitters and also attach overlays to the light emitting particles.
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Pauan
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Post by Pauan » 31 Jan 2007, 11:46

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!
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Bjørn
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Post by Bjørn » 31 Jan 2007, 15:51

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.
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Rotonen
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Post by Rotonen » 31 Jan 2007, 17:14

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.
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AxlTrozz
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Post by AxlTrozz » 31 Jan 2007, 18:17

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)
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AxlTrozz
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Post by AxlTrozz » 31 Jan 2007, 18:25

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
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AxlTrozz
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Post by AxlTrozz » 31 Jan 2007, 20:14

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

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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)
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AxlTrozz
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Post by AxlTrozz » 01 Feb 2007, 01:01

update:

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

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Crush
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Post by Crush » 01 Feb 2007, 01:42

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.
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