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  Tell me how this looks.  (Read 2443 times)
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Offline SkyAphid
« Posted 2012-06-12 05:02:51 »



Does this door look off to you?

The original door was orthographic-ish, but after many transformations, this is the product.

(Note I haven't put in shading, so it's going to look a bit strange.)

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
Offline Kinaces

Junior Newbie




Wokka Wokka Wokka


« Reply #1 - Posted 2012-06-12 05:15:52 »

The image is kinda small to tell whats going on. However. It does look off. Mainly because (IMO) the line separating the black from the brownish doesn't have the same perspective as the door. You can see this on the lines making up the bottom of the door. They need to have the same perspective lines. (Parallel)
Then the rest of the door needs to follow this same perspective. I can upload a sketch and show you what I mean if you like, or I might just use a line tool to show the perspective lines.

EDIT: Sorry, I focused a little too much on the scene itself. Besides the perspective being off I like the door design. Just make sure the top and the bottom have parallel perspective lines. The bottom of the door is going at a diagonal, and the top is almost horizontal.

Here is what I was referring to.



KEY:
Red = perspective lines of the door
BLUE = perspective lines of the background scene.

You can see how off these are. And you can see how the perspective lines of just the door are off.
Offline SkyAphid
« Reply #2 - Posted 2012-06-12 07:51:30 »

The image is kinda small to tell whats going on. However. It does look off. Mainly because (IMO) the line separating the black from the brownish doesn't have the same perspective as the door. You can see this on the lines making up the bottom of the door. They need to have the same perspective lines. (Parallel)
Then the rest of the door needs to follow this same perspective. I can upload a sketch and show you what I mean if you like, or I might just use a line tool to show the perspective lines.

EDIT: Sorry, I focused a little too much on the scene itself. Besides the perspective being off I like the door design. Just make sure the top and the bottom have parallel perspective lines. The bottom of the door is going at a diagonal, and the top is almost horizontal.

Here is what I was referring to.



KEY:
Red = perspective lines of the door
BLUE = perspective lines of the background scene.

You can see how off these are. And you can see how the perspective lines of just the door are off.

Yeah, I'm gonna work more on it.
I can't seem to find a good angle.

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
Games published by our own members! Check 'em out!
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Offline SwampChicken
« Reply #3 - Posted 2012-06-12 09:50:46 »

At first I thought it was some sort of heavy looking necklace (made of marble?)
[size=5pt](and then I read that it was aactually a door)[/size]
Offline SkyAphid
« Reply #4 - Posted 2012-06-12 21:07:16 »

At first I thought it was some sort of heavy looking necklace (made of marble?)
[size=5pt](and then I read that it was aactually a door)[/size]
I don't mind you critiquing the door, it's just a "beta" anyway; but I really don't see how you got a necklace from that image man. hahah.

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
Offline UprightPath
« Reply #5 - Posted 2012-06-12 21:13:32 »

Don't feel too bad, I saw an earring myself!

It's because it's a door taken out of context. It seems to be free standing in space, which removes it from something that most people associate with doors (Walls and floors, otherwise why would you need a door?)

I mean, it'd be like walking into the middle of Monster's Inc and seeming the door-storage system without having watched the rest of the movie so that you know they're doors.

Offline SkyAphid
« Reply #6 - Posted 2012-06-12 21:50:55 »

Don't feel too bad, I saw an earring myself!

It's because it's a door taken out of context. It seems to be free standing in space, which removes it from something that most people associate with doors (Walls and floors, otherwise why would you need a door?)

I mean, it'd be like walking into the middle of Monster's Inc and seeming the door-storage system without having watched the rest of the movie so that you know they're doors.

It's ironic, because the idea for walking through the doors to the next level came from that movie lol.
My childhood kicked ass. Hahah

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
Offline SkyAphid
« Reply #7 - Posted 2012-06-14 03:59:45 »

Sorry to bump, but I made a new final draft for the door. lol



How's this?

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
Offline davedes
« Reply #8 - Posted 2012-06-14 04:49:04 »

Your perspective is still off.

Imagine your assets as solid 3D objects; i.e. the door is a quad, and your ground is just a wireframe grid. The door's mesh needs to line up with the grid, at the same angle and all that. Take a look at the lines in the top right pic to get an idea:



You have to draw the door based on the perspective of your "meshes." You seem to be rendering the door with 1 point perspective, whereas this is not the case with isometric art.

You might find it easier to do pixel art for small resolution iso maps.

Offline SkyAphid
« Reply #9 - Posted 2012-06-14 05:03:28 »

I see your points, but can you help me fix what I have? The graphics style is a bit important for what I'm going for.



That's what the look like before rotation, and the table of rotations I have is here:



Now, I know it's possible to rotate the plane this image is attached too so it will fit the above, but 45 degrees on the y axis doesn't do it completely, obviously.

I really want to keep the sketchiness of the environmental graphics, so if you guys know a good rotation, please fill me in.

Pixel art is pretty much my literal last resort.

(Also, excuse my ignorance on this, I'm still new to isometrics.)

“Life is pretty simple: You do some stuff. Most fails. Some works. You do more of what works. If it works big, others quickly copy it. Then you do something else. The trick is the doing something else.” ~Leonardo da Vinci
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline davedes
« Reply #10 - Posted 2012-06-14 05:17:40 »

Don't try to draw the shape from head-on and rotate it -- you'll end up with distortion and skewing, and the foreshortening (i.e. of the door's wings) will not be correct.

See below. The door has been changed with perspective transform; which gives it a single vanishing point. The isometric tiles do not have a vanishing point. The perspective is conflicting, and the foreshortening is incorrect. When we look head-on, the wings appear at the same height. When transformed, one appears lower than the other -- when in reality they should still appear at the same height, only foreshortened. (See my earlier paint-over example where foreshortening shows the wings at the same height.)


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