01-12-2010, 09:32 PM
(This post was last modified: 01-12-2010, 09:37 PM by PrettyNier.)
The bricks were designed in regards to the context of the character, and the scale of the image. They are small because generally speaking bricks usually are not massively large - even in "ancient" contexts, they are anywhere from the size of your hand to maybe 1/4th of your leg or so. Usually.
The differing contrasts and coloring is both a result of the lighting (which there is going to be a lighting effect like sun rays etc behind the pillars and in front of the background) and the bricks being made out of different materials (hence the black things are also, in most instances, bricks).
Yes, the placement is relatively "random" and there are bricks of differing sizes. Which can happen.
http://cache2.asset-cache.net/xc/8372672...5899785A1C
http://images.travelpod.com/users/kitkat...-ruins.jpg
They also act primary as seperation between the floor and earth, and the earth is prone to disheveling things over time.
I also forgot to mention that I'm planning on having some lighting effects applied in game, some sun-rays behind the pillars and maybe just a layer of basic light as well (that would diminish over time implying eyes getting used to it). That's partially why the two kind of clash slightly.
Not to try and ignore or push aside your critique, just trying to add some context I suppose to ensure the critique is entirely relevant which I am not 100% positive of at the moment.
Thanks for your critique and comments, regardless~!
The differing contrasts and coloring is both a result of the lighting (which there is going to be a lighting effect like sun rays etc behind the pillars and in front of the background) and the bricks being made out of different materials (hence the black things are also, in most instances, bricks).
Yes, the placement is relatively "random" and there are bricks of differing sizes. Which can happen.
http://cache2.asset-cache.net/xc/8372672...5899785A1C
http://images.travelpod.com/users/kitkat...-ruins.jpg
They also act primary as seperation between the floor and earth, and the earth is prone to disheveling things over time.
Quote:I also don't know what those doorways are leading too because it could be steps going up and out but at the same time the ground doesn't look like anything in particular, and is shaded too high to be a stone walkway.It's basically an inset stone walkway/corridor; the steps allowing traffic between the walkway, "courtyard" and probably the other walkway as seen in the background.
I also forgot to mention that I'm planning on having some lighting effects applied in game, some sun-rays behind the pillars and maybe just a layer of basic light as well (that would diminish over time implying eyes getting used to it). That's partially why the two kind of clash slightly.
Not to try and ignore or push aside your critique, just trying to add some context I suppose to ensure the critique is entirely relevant which I am not 100% positive of at the moment.
Thanks for your critique and comments, regardless~!