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Custom fine BG
#16
The first things that jump out at me at the tiling in the sky. In something that is the focus of the picture, you don't really want it to be too apparent that you're flipping around and reusing segments to finish the picture.

You seem to have trouble when it comes to texturing. Looking at the grass and the rocks, they don't look like grass and rocks. The rocks look almost like wood and the grass looks a bit like a towel. Having defined lines (such as the green line denoting the horizon) also takes away from it.

Basically, you need to choose your light source (the setting sun, obviously) and figure out how that light would spread through this landscape. Secondly, consider the palette. With the sun that low in the sky, why would the sky be bright blue? it would be deep into oranges and pinks and purples by now.
[Image: b1.php?u=39480955]
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#17
The sky setting and pallet stays, but how would I make the rocks look like rocks, and the grass look like grass? If I fix the horizon will that complete the grass? How would I fix the rocks?
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#18
have you actually studied what texture a rock has, and grass as well? Studying pictures of mountains and cliffs, as well as fields of grass would probably help a lot.
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#19
I'm assuming that this particular background is taking influence from the Dragonball series? There are many games of the franchise
to be used as reference, looking at some of them may help you come up with ideas for more cohesive textures that fit the general style.
[Image: 22610_s.gif]

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#20
whoa ur good! Smile
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#21
(10-01-2013, 08:45 PM)Gwen Wrote: have you actually studied what texture a rock has, and grass as well? Studying pictures of mountains and cliffs, as well as fields of grass would probably help a lot.

Or just look at existing sprites of these things and see what they did.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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#22
(10-02-2013, 09:32 AM)Ton Wrote:
(10-01-2013, 08:45 PM)Gwen Wrote: have you actually studied what texture a rock has, and grass as well? Studying pictures of mountains and cliffs, as well as fields of grass would probably help a lot.

Or just look at existing sprites of these things and see what they did.

That exactly what I did. I've studied metal slugs textures, Brain stormed a concept, decided the pallet and began working. So far this is the only place that has questioned the texture of this image, so what I'm trying to figure out is your perspective or advice.

The current complains I've receive on this piece is the green line in the horizon, the sky, and the rock being over saturated for being Background objects, but I never got a chance to get on these. How about I work on this for the moment and you guys can critique from there?

@KevinTriebel
No I'm not.
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#23
[Image: DBZfightingring1_zpsec90ad85.png]

Alright, this is what I got, also this is completely original base on Cshad.........
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#24
I'm just going to assume this is done. Oh! I know how about I start a new project. I'm kinda business hope you don't mind me showing the process. Maybe you guys can help me where I mess up.

Alright this is how it starts with first point with me which is rare. I usually don't pace perspective much mind but I will for this time. I'll show you that picture another time.
[Image: Blackhole_zps7421ed1e.png]
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#25
[Image: Blackhole_zps8b1512d5.png]
More bits! Maybe 2 updates per day. That I can do.
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#26
[Image: Blackhole_zps1f94949d.png]
Another from this brother.

[Image: Blackhole_zps9eeb284f.png]
Moving along

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Getting there! just a little moer!




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This is taking longer than I expected.


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Alright I'm tired now.
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#27
I have to say, it's looking a lot better than the previous background.
[Image: sweet-capn-cakes-deltarune.gif]
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#28
for such an early stage in the background your probably better off cutting down the shades and blotting in regions, at the moment your trying for details too early and it'll just make it a pain to clean up later down the line.
I think in particular your grass needs some work, the effect your pulling off at the moment could work with 2 shades instead of the 3 your using and the general look to it is a bit pillowed.
Your greatest ally in pixel art is simplicity, the amount of detail your trying to work in is just coming off as messy and to my original point would be a pain to clean up.
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#29
[Image: Blackhole_zpsc5162986.png]

Just a little more.
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#30
those buildings dont seem to follow much of a pattern, there are many inconsistencies in spacing that take away from the city-scape idea.
Also your sky lines don't seem curved enough, it looks quite odd as is.

EDIT: for the city scape, make yourself 2 new grids to represent 2 different building heights, that way when you do the buildings they will have a better sense of perspective than the groups of flat block sprites your using at the moment.
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