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04-28-2012, 02:42 AM
(This post was last modified: 10-05-2012, 09:46 PM by Thumbtacks.)
So I'm having a little trouble with this
Its supposed to be the inside of a passenger train.
Frankly, I think that gray looks like shit, and I have absolutely no idea how to make a good transition between different materials, like where the metal meets the rest.
I guess what I'm trying to say is that I'd like some pointers on coloring in general.
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04-29-2012, 03:21 AM
(This post was last modified: 04-29-2012, 03:21 AM by Cobalt Blue.)
take your time and study how it does in real life. check several sources, use references both from photographies and from other sprites,a nd determine how you can make it less boring and more integrated.
just because its meant to be a metal, it doesnt mean it has to be gray.
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Darkened the darks to try and help them stand out, and I tried to address the single continuous color of the wall by dividing it into panels.
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It looks quite a lot better now, actually.
May I ask what this is for? I may be able to give better comments if I understand the context.
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it lacks saturation!
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(04-30-2012, 10:16 AM)Bombshell93 Wrote: it lacks saturation!
Wow, that's actually a huge improvement.
(04-30-2012, 05:25 AM)Hoeloe Wrote: May I ask what this is for? I may be able to give better comments if I understand the context.
Well I've been trying to pull together a game, and the first area starts out on the train.
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I thought that might be it. That looks rather small for a game setting. You're either going to have to have a really tiny play area, or have your level filled with a lot of blank space, neither is really optimal.
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(04-30-2012, 03:52 PM)Hoeloe Wrote: I thought that might be it. That looks rather small for a game setting. You're either going to have to have a really tiny play area, or have your level filled with a lot of blank space, neither is really optimal.
Well this room won't have any action in it, its just going to be a few NPCs until you get to the roof of the train, where space will (hopefully) not be an issue.
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Even so, it's a small space. Your character sprite will have to be very small to fit at that scale, especially considering the size of the seats.
05-01-2012, 12:01 PM
(This post was last modified: 05-01-2012, 12:02 PM by Lexou Duck.)
meh, seeing the size of that background, i imagine the game will be played x2 resolution, kinda like super crate box :
Also, if you want to make your colors seem very lively, try hueshifting
See how the darkest shades of that gold castle aren't dark yellow, but purple/blue ?
This has tons of possibilities, dark red being hueshifted into purple, etc
try out a few things, see if it works
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Yeah, changing the hue a bit will certainily help it look less boring. I would personally suggest always using some hueshifting when dealing with dull colors.
Unrelated to the colors, but the perspective of the chairs is bugging me a bit. Maybe make the farthest chair 1 pixel less thinner?
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I ran a white balance on it to make the colors seem more alive.
After I made some subtle changes to the scenery. What do you think?
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vastly improved. though we need to deal with that dull, gray area.
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05-27-2012, 12:04 AM
(This post was last modified: 05-27-2012, 12:04 AM by Thumbtacks.)
I'm allowed to bump if I have actual content, right?
Workan on some buildings for a city-area
I think it looks good, though i'm still rather poor at color selection, especially with grays
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i like it. aside from the odd feeling it gives me because the side view looks cramped. could do better if the side was 2 window like the front.
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