#Need help with Perspective in game art.

1 messages · Page 1 of 1 (latest)

serene vigil
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Trying to find that sweet spot in the angle of perspective, but also have to work within a certain design aspect for logic related reasons.

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first is original and second is changes.

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floor and stairs get reused somewhat...

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but I am not sure if this is correct.

rotund jasper
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I do wonder if you could render a 3d image in blender or smth

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but with all flat materials

serene vigil
serene vigil
rotund jasper
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I think what you really want is

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draw it flat first

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like you're looking straight from the side

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then draw another similar line on top

serene vigil
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what about in the third picture? that's the same floor but with different lighting and its the complete set. (started typing while u were typing out advice)

rotund jasper
serene vigil
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its all part of the same area...

rotund jasper
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that one looks good

serene vigil
rotund jasper
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that looks pretty good

serene vigil
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nice clean shot of the complete floor

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i wasnt sure if this looked good. (trying for a depthy perspective)

rotund jasper
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ooh that is really cool

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how did you even do that

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are those reflections drawn?

serene vigil
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its kind of a trick of the eye... but technically they are drawn.

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here i will show u an earlier version of this effect i have developed

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this map data hasnt been updated with the newest tiles or layers... but some of the art got updated when i changed the floor tiles

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I am kind of in the middle of addressing 4 issues at once...but they are all connected.

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older stairs and chaos from sheet changes...

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im supposed to be working on NPC art rn but sidetracked into fixing old problems...

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i think the floor looks better now that i changed it.

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this is what the old floor angle was at.

rotund jasper
serene vigil
rotund jasper
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nah it's just that perspective is wonky

serene vigil
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my knowledge is quite limited tho

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but i am under the impression i can utilized a certain universal angle to bypass this issue for the most part.

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and its basically adopting an isometric style.

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which i have been trying for, i think? but the whole process has been a lot of discovery.

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i am also trying to blend the flat 2D style into it as well.

serene vigil
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the stairs... idk what to do with them... so many issues between layout and design.

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u may be right, i might want to consider using some form of external render to find the right lines...

rotund jasper
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you could try just making a basic blocky model

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to visualize it for yourself

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then draw it based on that

serene vigil
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also here is another example of the overall perspective and some NPCs for ur consideration.

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nevermind the missing tile... it just moved for now.

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kind of give u an idea of how things should look... but also it is gradually changing...

serene vigil
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Thank You. 🙂

rotund jasper
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the npcs are kinda creepy when they're all in line tho

serene vigil
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yeah. thats just the way i made them in the sheet. once im ready I will give them all dynamic starting points.

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i just needs to get them into the game to see if it looked right.

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i still havent even really colored them.

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and i have a bunch more to make...

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another example of the perspective thing and an NPC i messed up the scale on...

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either that or he is a really small old dood

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focal points are funny things...

serene vigil
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one last comparison

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old floor tiles

autumn jungle
autumn jungle
serene vigil
serene vigil
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it also helps to see the more finished version...

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there is a slight diff b/n the first floor and the upper levels rn since i haven't updated the map data for them. I am tangled up in trying to fix these other issues...