Custom campaign 'art' in need of comments and criticisms
Moderator: Forum Moderators
Forum rules
Before posting critique in this forum, you must read the following thread:
Before posting critique in this forum, you must read the following thread:
- Casual User
- Posts: 475
- Joined: March 11th, 2005, 5:05 pm
Custom campaign 'art' in need of comments and criticisms
Good afternoon!
I've made a few custom images for a campaign I'm writing. The images looked great in theory, but crappy in-game. I'll post them below along with the biggest problems I find with them, and I'd like some suggestions on how to improve them.
I've made a few custom images for a campaign I'm writing. The images looked great in theory, but crappy in-game. I'll post them below along with the biggest problems I find with them, and I'd like some suggestions on how to improve them.
- Attachments
-
- Biggest problem here is the hair. I meant him to have black/graying hair, but it looks in-game like he has spikes or something. Also, the pitchfork is a little har to make out at times.
- farmer_s.png (1.84 KiB) Viewed 3164 times
-
- I wanted him to look like he's wearing leather, so I tried making his clothes more brown, but it just makes him hard to see. Also, he's supposed to be a redhead, but he looks like he dyed his hair or something.
- shepherd_s.png (2.13 KiB) Viewed 3164 times
-
- I wanted him to have greener clothes with a drawn-back green hood, to simulate camouflage clothes. But it's very hard to make out what he is in-game.
- hunter_s.png (1.97 KiB) Viewed 3163 times
- Casual User
- Posts: 475
- Joined: March 11th, 2005, 5:05 pm
- Casual User
- Posts: 475
- Joined: March 11th, 2005, 5:05 pm
would be nice if you actually put the images on your campaign, I just downloaded the latest version hoping to see how they work, but it still has the old shepherd, and when I checked your image file none of these were there,
also I don't see anything wrong with them except they all look so similar, the only noticable difference is the weapons, but good effort (maybe change some colours?)
also I don't see anything wrong with them except they all look so similar, the only noticable difference is the weapons, but good effort (maybe change some colours?)
- Casual User
- Posts: 475
- Joined: March 11th, 2005, 5:05 pm
- irrevenant
- Moderator Emeritus
- Posts: 3692
- Joined: August 15th, 2005, 7:57 am
- Location: I'm all around you.
- irrevenant
- Moderator Emeritus
- Posts: 3692
- Joined: August 15th, 2005, 7:57 am
- Location: I'm all around you.
Actually, they aren't. The artistic representation of shadow is quite complicated:toms wrote:Tip: Normally shadows are black.
* In daytime, the shadows will generally be tinged with blue from the sky.
* Shadows will also often be tinged with reflected light from the object that casts them.
* Shadows are often represented as complementary colours (I don't understand this one - if anyone can tell me why this is, I'd appreciate it!)
They should also probably be translucent, as the colour of the surface beneath is also partially distinguishable.
All that said, using light grey is definitely a non-standard approach...
shadows are black according to http://www.wesnoth.org/wiki/Creating_Unit_Art
of course, in real life they are not, but for consistency's sake, make them black, 60% opacity
of course, in real life they are not, but for consistency's sake, make them black, 60% opacity
Fight key loggers: write some perl using vim
Artistic representation, shmartistic representation. What you've said is correct, however, as boucman pointed out, our shadows, like those of many 3d games, are standardized as being black. Because of this, it's better to follow the standard, although I personally suggest taking the shadow, as a separate layer, and applying a 0.5 pixel gaussian blur to it. Make sure that the shadow takes up all the space that would be obscured by the unit above it when you do that.irrevenant wrote:Actually, they aren't. The artistic representation of shadow is quite complicated:toms wrote:Tip: Normally shadows are black.
* In daytime, the shadows will generally be tinged with blue from the sky.
* Shadows will also often be tinged with reflected light from the object that casts them.
The business about shadows being tinted blue from the daytime sky is correct; this is, in 3d rendering jargon, what is known as ambient lighting. In our case, however, we're assuming none - in cases where a unit was in forest, or whatnot, they would be tinted a different color than blue, and the complexity just gets out of hand.
Someone's smoking an impressionism doobie? No, really. We as humans can change the color of something completely and still recognize the shape, although if we get the color dead right, that gets recognized as well. A number of artists, in times past, made paintings that were deliberately dreamlike in appearance; which aimed to represent not merely the shape of the subject, but how the artist felt about it. Complementary colors look good next to one another, and as such, those were often used.irrevenant wrote:* Shadows are often represented as complementary colours (I don't understand this one - if anyone can tell me why this is, I'd appreciate it!)
Correct general art ideas, and this is true in wesnoth - our shadows have 60% opacity, or are 40% transparent (depending on how you look at it).irrevenant wrote:They should also probably be translucent, as the colour of the surface beneath is also partially distinguishable.
-
- Posts: 10
- Joined: December 13th, 2005, 7:43 pm