#Need help with Perspective in game art.
1 messages · Page 1 of 1 (latest)
first is original and second is changes.
floor and stairs get reused somewhat...
but I am not sure if this is correct.
this one looks a bit more correct
I do wonder if you could render a 3d image in blender or smth
but with all flat materials
maybe, if i knew blender or was inclined to use that method, but i was hoping to keep it as pure as possible and do it all by hand as I have been. plus i like drawing.
in terms of the stairs and the floor?
alright fair enough
yeah
I think what you really want is
draw it flat first
like you're looking straight from the side
then draw another similar line on top
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)
but that one doesn't have the steps does it?
its all part of the same area...
that one looks good
that looks pretty good
nice clean shot of the complete floor
i wasnt sure if this looked good. (trying for a depthy perspective)
its kind of a trick of the eye... but technically they are drawn.
here i will show u an earlier version of this effect i have developed
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
I am kind of in the middle of addressing 4 issues at once...but they are all connected.
older stairs and chaos from sheet changes...
im supposed to be working on NPC art rn but sidetracked into fixing old problems...
i think the floor looks better now that i changed it.
this is what the old floor angle was at.
this looks really weird yeah
that is because its kind of all jacked up from changing the stairs case...
nah it's just that perspective is wonky
well yeah there is this underlying issue with 2D static art and letting the camera move all over the place.
my knowledge is quite limited tho
but i am under the impression i can utilized a certain universal angle to bypass this issue for the most part.
and its basically adopting an isometric style.
which i have been trying for, i think? but the whole process has been a lot of discovery.
i am also trying to blend the flat 2D style into it as well.
when i look at this floor, i think its too far down in angle. the new floor is better at conveying the depth in the distance but i wonder if its too sharp now?
the stairs... idk what to do with them... so many issues between layout and design.
u may be right, i might want to consider using some form of external render to find the right lines...
you could try just making a basic blocky model
to visualize it for yourself
then draw it based on that
yeah maybe... idk.
also here is another example of the overall perspective and some NPCs for ur consideration.
nevermind the missing tile... it just moved for now.
kind of give u an idea of how things should look... but also it is gradually changing...
that one looks great
Thank You. 🙂
the npcs are kinda creepy when they're all in line tho
yeah. thats just the way i made them in the sheet. once im ready I will give them all dynamic starting points.
i just needs to get them into the game to see if it looked right.
i still havent even really colored them.
and i have a bunch more to make...
another example of the perspective thing and an NPC i messed up the scale on...
either that or he is a really small old dood
focal points are funny things...
I think this is kinda better
the new floor tiles are destroying my eyes
yeah i didn't quite like the new floor either so i made another... hopefully its the right mixture of new and old... i was quite fond of the original tho.
uhm, yeah looks a bit better