Rbuck's Junk thread (currently Steelhiveish Villages)

Make art for user-made content.

Moderator: Forum Moderators

Forum rules
Before posting critique in this forum, you must read the following thread:
User avatar
Paulomat4
Moderator Emeritus
Posts: 730
Joined: October 16th, 2012, 3:32 pm
Location: Wesmere library, probably summoning Zhangor

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Paulomat4 »

seems good, but i think it lacks a bit of definition :hmm:
Creator of Dawn of Thunder and Global Unitmarkers

"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
User avatar
Crendgrim
Moderator Emeritus
Posts: 1328
Joined: October 15th, 2010, 10:39 am
Location: Germany

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Crendgrim »

Why is the light coming from that angle?
UMC Story Images — Story images for your campaign!
Doomchicken
Posts: 29
Joined: October 28th, 2013, 10:09 am

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Doomchicken »

I like the new one, but I think the bit on the left needs more definition.
Rbuck
Posts: 56
Joined: February 22nd, 2013, 12:29 pm
Location: North Texas

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Rbuck »

Crendgrim wrote:Why is the light coming from that angle?
I don't really know. I think that was where the light source in my concept sketch was. Maybe I've always done it from there.

@Paulomat4 and Doomchicken: does this help?

Added a dim, red light somewhere in the depths. I should have thought of that long ago.
Why do all of these Steelhive units seem to be shinier?
Attachments
steelhive-village-1b.1.png
steelhive-village-1b.1.png (7.77 KiB) Viewed 5983 times
A paintbrush is worth a thousand swords.
The average pen is equal to a sword, but a picture paints a thousand words.
Doomchicken
Posts: 29
Joined: October 28th, 2013, 10:09 am

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Doomchicken »

That's a lot better, and the red light is a nice touch.
User avatar
doofus-01
Art Director
Posts: 4180
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by doofus-01 »

Most (all?) terrain is not pixel-art, because some blurriness is needed to keep it from popping out like the sprites are supposed to. Changing the light-source to E-SE would also make it fit in better with the other villages (you could probably start by just flipping the image).
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Rbuck
Posts: 56
Joined: February 22nd, 2013, 12:29 pm
Location: North Texas

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Rbuck »

:augh: :augh: :augh:
How the heck do I do this?
doofus-01 wrote:Most (all?) terrain is not pixel-art.
I'm using Gimp 2.6, so I tried airbrushing it but the airbrush keeps using the same random seed (some areas are too constricted to go over with the brush several times) and the result is that the village looks like it has smallpox.
doofus-01 wrote:Changing the light-source to E-SE would also make it fit in better with the other villages.
Maybe I should just redraw the whole thing. :hmm:

I looked at some other villages. To do them as pixelart would require a lot of patience and time, plus a gentle mouse and a good palette.
A paintbrush is worth a thousand swords.
The average pen is equal to a sword, but a picture paints a thousand words.
User avatar
Paulomat4
Moderator Emeritus
Posts: 730
Joined: October 16th, 2012, 3:32 pm
Location: Wesmere library, probably summoning Zhangor

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Paulomat4 »

well if you are using gimp, then there's a tool for flipping things. just select it, and click on your image
Creator of Dawn of Thunder and Global Unitmarkers

"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
User avatar
beetlenaut
Developer
Posts: 2867
Joined: December 8th, 2007, 3:21 am
Location: Washington State
Contact:

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by beetlenaut »

Rbuck wrote:How the heck do I do this?
One way to make terrain art is to draw it larger, then shrink it. I think that would work pretty well in this case. Terrain art doesn't need extra blurring or randomness, it's just supposed to have natural shading and antialiasing unlike the units.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Rbuck
Posts: 56
Joined: February 22nd, 2013, 12:29 pm
Location: North Texas

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Rbuck »

Redrew one of the villages.
beetlenaut wrote:Terrain art doesn't need extra blurring or randomness.
I don't know, I've seen a lot of villages -- dwarvish-1 for example -- that looked very much like someone had gone over it with an airbrush.
Paulomat4 wrote:then there's a tool for flipping things.
That wasn't the problem... I was having trouble with the airbrush, trying to make the village look rougher.

Well, I hope this one is better.
Attachments
steelhive-01-new.png
steelhive-01-new.png (6.84 KiB) Viewed 5773 times
A paintbrush is worth a thousand swords.
The average pen is equal to a sword, but a picture paints a thousand words.
User avatar
doofus-01
Art Director
Posts: 4180
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by doofus-01 »

Rbuck wrote: I was having trouble with the airbrush, trying to make the village look rougher.

Well, I hope this one is better.
No need to use airbrush, just use paintbrush (as opposed to pencil which is for solid for pixels). It might be useful to reduce the opacity to 50% when shading, or not, up to you.

On a separate note, those dark outlines make it look like a cartoon, only use those if you are trying to depict some sort of shadowy edge. Make the other edges and transitions more like what you did with the edge of the garage -> an implied boundary, not something you explicitly drew with a dark line.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
User avatar
Midnight_Carnival
Posts: 836
Joined: September 6th, 2008, 11:08 am
Location: On the beach at sunset, gathering coral

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Midnight_Carnival »

I love everything, so there is no point in saying "I love it!" but I love it. Especially the robots.

One point I have to make about the buildings though: Did you ever notice how the old Starwars ships looked so much better than the newer ones? Well that's because in the old series they used models, in the newer ones they used computer graphic. End result, the old ships look tarnished, pitted, weathered and dirty, the newer ones look shiny, plastic and fake* I like your shiny look, but I still think your steely villages would look better if they had at the least higher contrast, but preferably, dirt, rust, gunk running down the walls in pipes, small pointless lights which flash for no apparent reason, rivets, etc... Sound like a lot of work? Let me just say that I wouldn't bother to suggest these things if I thought your graphics weren't worth something - largely for their originality.

Also, I know that Wesnoth villages never have shadows (makes sense if you consider that it could be on differnt terrain or at night!) but I think these would actually look great with shadows! Perhaps add some on a different layer just to see how they look, these can easilly not be included in the 'read' version.
Carry on with what you're donig, and thank you! :D

*before I accidentaly start the mother of all off topic flamewars, I should add that these are my personal views, that views expressed on this thread in no way reflect the views of the community regarding starwars and that sort of thing...
...apparenly we can't go with it or something.
User avatar
beetlenaut
Developer
Posts: 2867
Joined: December 8th, 2007, 3:21 am
Location: Washington State
Contact:

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by beetlenaut »

Actually, all Wesnoth buildings have shadows; they're just more subtle than unit shadows. Open up the map editor an put in a windmill if you need to be convinced. That shadows moves so it's easy to see.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Rbuck
Posts: 56
Joined: February 22nd, 2013, 12:29 pm
Location: North Texas

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by Rbuck »

Overhauled the village. It now has: flaking paint or whatever, rivets over the central seam, rust running from exterior features, a new, dark window (with red light) over the garage, a corrugated garage roof, a row of lights (one burned out) by the door.
Midnight_Carnival wrote: I like your shiny look, but I still think your steely villages would look better if they had at the least higher contrast, but preferably, dirt, rust, gunk running down the walls in pipes, small pointless lights which flash for no apparent reason, rivets, etc...
Thanks for these ideas! (As you can see) I implemented a lot of them here and I think the village sure looks better for them.
beetlenaut wrote:Actually, all Wesnoth buildings have shadows; they're just more subtle than unit shadows. (emphasis added)
What kind of shadows are they? I mean, what color and alpha?

[offtopic]
Did you ever notice how the old Starwars ships looked so much better than the newer ones? Well that's because in the old series they used models, in the newer ones they used computer graphic. End result, the old ships look tarnished, pitted, weathered and dirty, the newer ones look shiny, plastic and fake?
I never actually saw #s 1, 2 & 3 but I've seen pictures of their ships. And I've read a fair bit of how Lucas and his team did their models ("kit bashing" for example).
But to compare these with Star Wars, the Y-wing cockpit might be the most applicable. Instead of "guts on the outside" it's got those smooth armor plates (with seams) which these villages, in fact, are supposed to have. According to my concept sketch, at least. :wink:
[/offtopic]
Attachments
steelhive-01-new-large.png
steelhive-01-new-large.png (11.75 KiB) Viewed 5687 times
A paintbrush is worth a thousand swords.
The average pen is equal to a sword, but a picture paints a thousand words.
User avatar
beetlenaut
Developer
Posts: 2867
Joined: December 8th, 2007, 3:21 am
Location: Washington State
Contact:

Re: Rbuck's Junk thread (currently Steelhiveish Villages)

Post by beetlenaut »

If you look in the terrain folder you can find examples like this:
elven3.png
elven3.png (11.74 KiB) Viewed 5666 times
GIMP says this is color 0,0,0 with 60% opacity.

You can also see that the building doesn't have outlines.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Post Reply