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Perihelion
  Mon Oct 24, 2011 5:15 am
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I've been pixeling a lot lately, so I figured I'd make a thread. Working on a new tileset now.

Image

The sky panorama is the same one I did a while back. I'll prolly make one of a cityscape eventually. Anyway, do those look like windows, or do I need to add some diagonal shinies? I tried it and didn't like how it came out. The angle looks weird with the hexagons. I also just noticed I forgot to add a lip to the bottom of the windows, but whatever, I'll do that tomorrow.

I'll probably be expanding this into a fancy office/apartment tileset. I've got some plans already, but I'd welcome any ideas or neat pictures of futuristic/ultramodern furniture or whatever else. I might make a hex window door and then have a glassed-in corridor that can lead to other buildings, but we'll see.


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Juan J. Sánchez
  Mon Oct 24, 2011 5:56 am
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That is freaking beautiful. Is this for your game or just some random work?

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coyotecraft
  Mon Oct 24, 2011 8:59 am
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I'd recommend having any objects in the room casting long downward shadows if the major light source is coming from the windows. Depending on the panorama you use I think the window seals should be darker in contrast with the light outside.
Having hexagon shadows cast over the whole room wouldn't be possible or practical, but a glare in the wood paneling that is only a few tiles high would be do-able.
The diagonal shinies would probably be too much if you put them in every hex, and it wouldn't look right if you only put it in some. If you really wanted, treating the whole wall as one big glass sheet would look best I think. Meaning have one or a couple big long diagonal shinies. But that would be going at different angles through each hex, meaning individual hex tiles or somehow put the shine on a layer behing them. Maybe on the panorama if its stationary.
Actually a glare that moves as you move up and down the map might look cool.
Image


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Tomas
  Mon Oct 24, 2011 10:03 am
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aren't you forgetting something?
ImageImage
(left) (window borders)
quick edit, not the right colors, not the right perspective, but you get the gist

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Perihelion
  Mon Oct 24, 2011 12:17 pm
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Yeah, I was thinking about doing a floor reflection, but it's gonna be a pain in the ass to tile and I don't wanna use a gradient. Maybe a script, as long as I'm making things reflective? Your edit does look really nice even if it isn't pixeled. Hmm. I'll mess with it later. Shinies on the window would help readability a lot, I think, except that they look stupid. Also, good point about the window edges, Tomas. I'll add those in. Dunno how I missed that, but thanks for pointing it out!

Juan, this is for my game.


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Jeronimus
  Mon Oct 24, 2011 10:14 pm
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I love the giant wall of hexagonal windows, but it does really need lighting effects for it to work. And if you revisit the scene when it's night it'd need completely different lighting, though. Like most of the things you do, it looks kind of pretty.

Then again, is your world a high-tech future where there are expensive offices (?) high in the sky, or should we maybe imagine this room atop a high skyscraper in the middle of a lot of higher skyscrapers in a city filled with smog? I like the clean-ness of this though (when comparing it to those factory-esque tiles you showed months ago), so I'm guessing there's a sort of contrast between an upper-class and a working class? I dunno, just thinking of where to place this room in a story-context, but it's looking good.


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Perihelion
  Mon Oct 24, 2011 10:43 pm
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There's kind of a gradient between classy areas and slummy areas. This particular tileset is for a government outpost/embassy building (one reason the windows are so thick is for protective reasons), and I would probably use it for expensive apartments or something too. There is a pretty big divide in terms of area niceness. Much of the city is ruined or run-down as a result of a civil war, but some areas are still kept up, and I'm going for a kind of ultramodern/greenspace aesthetic for those. The area I posted last time has the primary purpose of housing people in pods, so they don't really keep up the interior decor. I'm thinking about retooling that tileset to be cleaner-looking, but I really like it, so maybe not. I'll probably have several city districts with their own aesthetics. Like you might have a classy area, an industrial area, and a slummy area or something.

I was thinking about nighttime. I definitely want to do a night version, but I'm going to need to sprite a new panorama. I want to do a cityscape but want to wait till I solidify my vision of the city more.

Anyway, I did this, but I forgot the shadows and will probably adjust the highlights more. Man though, they really make a big difference. Thanks for pointing it out, coyote!

Image

Working on some solid wall tiles now. Then I'll probably do more furniture and make an apartment-like mockup. I'm not really sure what else I want to add for the office. Bookshelves? Well, you can get an ebook reader that is literally a physical book whose writing changes when you load a new book into it, so I figure actual book collections are a bit like record collections today. Filing cabinets? Everything is digitized. Maybe cubicle dividers or something, or plants or whatever. I can probably use some of the apartment furniture once I make it. Any ideas, though?


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Perihelion
  Mon Oct 24, 2011 11:06 pm
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Have a bonus desk animation.

Image

Most flat surfaces can be turned into displays in my setting. I wanna do more with this, like windows moving around and stuff, but will wait to see what I need. In retrospect those windows really should have vertically scrolling text, not horizontally scrolling text, but meh, I'll change it later maybe.


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Jeronimus
  Mon Oct 24, 2011 11:06 pm
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Ooh, that looks very fancy. It works. I like the idea of having various city districts too.
And I do like the way this looks. The greenhouse idea makes sense as well, if this is one of the expensive places where there's actually still sunlight or something like that.
Especially if some parts of the world don't know what sunshine looks like, the effect would be greater I imagine. And then for contrast to spacious bright areas like this, I'd imagine a lot of tiny rooms where there's only imitation lights and a lot of people live cramped close together. But anyway - your tiles get me imaginative, so at least that's a good thing.

I'm thinking of the materials now - there's a large wooden floor and a wooden desk, so does that make it extra expensive or are there still a lot of trees in this world? (Or do they, like, grow trees high on top of skyscrapers to reach the open air? Man, would that be an awesome sight. Damn, my thoughts are drifting off again.)
Still, a difference in material use in the different areas is probably a good idea too. I imagine a very typical dystopian future street view, though, grates everywhere, smoke blowing out of open pipes in the walls and - SOMEONE STOP ME FROM THESE THOUGHTS IN MY HEAD.

Also, egg chairs. Everything always needs egg chairs.

And the every-thing-is-a-display idea is actually kind of cool, that could provide a lot of really cool opportunities I guess!


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Perihelion
  Mon Oct 24, 2011 11:20 pm
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There are totally gardens on top of skyscrapers, probably with trees. I decided a while ago that a lot of these greenspace areas are now full of squatters who cultivate food on them, so maybe there are a few abandoned skyscrapers that are really overgrown now with big trees and stuff. That would be cool--an overgrown post-apocalyptic feel.

As far as materials go, synthetic wood is probably widely available, but this place would probably use real wood. That doesn't make it extra expensive, though, really. But the entire world isn't covered with cities or anything. I figure most of the world's population is concentrated in cities, which have become extremely condensed with things like arcologies rather than spreading out tremendously in terms of area.

The greenspace thing isn't so much a class division as it is the direction architecture is actually moving, but now that you mention it, it totally works as a class division as well. I've been playing with the idea of having some areas underground or inside big arcologies, which would totally play up the contrast if my rich areas have huge windows and sunlight and plants everywhere, so maybe I'll do that. If space is at a premium, then it makes sense that the arcology would be the low-class area if the goal is to cram as many people inside as possible, since most of them wouldn't have access to windows.

In general, I'm trying to think about what the future might actually look like and avoid generic cyberpunk aesthetics, but they'll probably creep in anyway. See the last tileset I did. The street view in the downtown area will have lots of greenspace and white and vegetation around. There might be a more cliche cyberpunk industrial feel in the industrial area, but I'm not really sure yet what I'm doing for exteriors.

Btw, the hex windows with the vines were inspired by this:

Image

This is a thing proposed to be built in Seoul. I have several folders full of sweet real-but-futuristic architecture that I'm drawing inspiration from. May post more pics.

Re: egg chairs, I tried some cylinder couches, but they looked funny, so I got rid of them. I'm gonna do some futuristic furniture for sure, though. I might move the current chairs into the industrial area or something.

Also, thanks for your questions! You're really helping me figure out some worldbuilding stuff, so by all means, keep asking. Man, I'm glad I made a thread for this instead of just posting it in WIPs.


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Perihelion
  Mon Oct 24, 2011 11:40 pm
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As long as I'm here, I'm gonna toss up the other graphics I've done for this for the sake of completeness. I totally encourage people to ask me conceptual questions as well as critiquing from an art standpoint.

Four party members + three important characters, maybe more to come:
Image

Image

The sprite design in that is slightly outdated, but whatever. I guess this would be in the industrial area. Maybe I'll have the industrial area underground and the slums in an arcology and the fancy area on the surface. It kinda makes sense to design it that way from an aesthetic standpoint.

I may redo the computer to be more consistent with the other computers, but it's possible that's an outdated model or something.


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Jeronimus
  Mon Oct 24, 2011 11:41 pm
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Okay, if you want some more of my insane ramblings...!

No, I think it's probably a good idea that you don't want to do the traditional cyberpunk thing - it's been done a lot and it's probably the first thing you think of when you hear "dystopian future!". Still I was thinking along the lines of the previous tileset I saw of yours, which had a very tech-y, gritty, industrial feel to it.
That maquette looks really cool, it's a good thing to draw inspiration from awesome things.

You could treat the industrial areas like places no one should ever really be (maybe a lot of the world is automated and doesn't need a lot of workers. Then again, people need jobs. Or maybe they don't have jobs. Mh.) and work with the underground idea - keeping them concealed to conserve as much space as possible. I'd imagine that might be a thing? The rich people just have more room and want as much room as possible (forcing others in smaller places? I don't know. A lot of selfish motivations, I guess?) Or maybe keeping the machinery hidden in small spaces between rooms or wherever people won't reach them because it might just be dangerous and not meant for people to reach? I don't know what you've got in your mind yet, though, so I'm just throwing a lot of stuff out here.
Diversity in a city is probably a good idea nonetheless. Is there a big divide between rich and poor or is there a middle-class section? Is it an aristocracy where the rich are in control of everyone? A business-ocracy?
Seeing as plants can grow in imitation light, it's not far-fetched to have plants in the "slums" as well. Maybe don't "pollute" the air too much? Or maybe do?
I dunno, there's a very Gotham vibe for a lot of the things in my head now, and there's a certain game to blame for that, so my thoughts might not be steering too clear.

Ha, okay, I see, one of the people in a pod, floating, that's cool, looks a bit eerie. The tiny animating bits are probably my favorite thing about that tileset, though. And I quite like the little animating of the sprite nudging the glasses, for some reason. I really, really, really dig the aesthetic you've got going on with the characters.
In terms of color schemes; thinking of whites, greys, metallics, blacks, browns? Or some more bright colours somewhere in there? Unless somehow at some point we in the future do decide colors are pointless. Neon lights? (That flicker you've got in there really does make me happy.)


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Perihelion
  Tue Oct 25, 2011 12:52 am
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Okay, I should probably back up and explain some stuff about the setting.

tl;dr


So with all of that in mind, I think it could make sense to have the fancy area be where the remaining white-collar corps and few richies are based, the industrial area can be where the poor people work, and the slums can be where the poor people live. Maybe. I have three major factions vying for control of the city and kind of wanted to give each one a district to be their territory, but we'll see. I might add a fourth and have one be a no man's land.


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Perihelion
  Tue Oct 25, 2011 1:18 am
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Oh, sorry, didn't see your edit before!

Quote:
Ha, okay, I see, one of the people in a pod, floating, that's cool, looks a bit eerie. The tiny animating bits are probably my favorite thing about that tileset, though. And I quite like the little animating of the sprite nudging the glasses, for some reason. I really, really, really dig the aesthetic you've got going on with the characters.
In terms of color schemes; thinking of whites, greys, metallics, blacks, browns? Or some more bright colours somewhere in there? Unless somehow at some point we in the future do decide colors are pointless. Neon lights? (That flicker you've got in there really does make me happy.)

Yeah, I'm totally going to do lots of little animations around. They really add a lot. For this one, I'll probably animate the leaves on the vines and have the panorama scroll. It tiles horizontally. I'd like to have a few objects around that animate if you interact with them, too.

As far as color schemes go, I'm trying to make the characters as distinct as possible while maintaining my vision of them, which is kind of a tough compromise. I feel like I've overused white. Well, I might revisit a few of them. I definitely don't want to only use subdued colors, though. Cyberpunk games tend to be really washed out, and I like looking at vibrant colors.


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Jeronimus
  Tue Oct 25, 2011 1:24 am
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I wouldn't go for the subdued colors too much either. Though it depends - if you've got different areas, you can really try getting a completely different feel for each by different color use. The industrial looking rusty, gritty and metally, the rich looking clean, bright and spacious because of the brightness. Going the right way, I'd say.

more questions n shit


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Perihelion
  Tue Oct 25, 2011 1:44 am
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I guess spoilers are cool so there is a better art:wall of text ratio


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glorious caesar
  Tue Oct 25, 2011 2:18 am
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i want to make a really long and helpful post but i honestly don't have a real lot to say because all of this is very good. i mean the deep wood texture seems like a really harsh contrast against the hexwindows but i know you'll be making a lot more tiles that will help tie everything together nicely. on a whole the green architecture concepts are cool-looking shit and i've enjoyed looking at that stuff online so seeing you do more of it as a game environment will be fun.

i gave you lots on the characters and stuff in irc so there's that :blank:

i read all your setting stuff here and i like it. i get seriously bugged by the anti-corporate message but other than that this is good shit—your vision of the future is on the realistic side of scifi. keep doing what you're doing.


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Perihelion
  Tue Oct 25, 2011 2:24 am
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It's not really anti-corporate, although I can see how it reads that way from my description. It's anti-everyone. What I'm going for is a bad situation that wasn't really anyone's fault to start with but escalated due to people sucking in general. I'm trying really hard to keep it as morally ambiguous as possible but without making all of the characters unsympathetic. So it'll be a delicate balancing act.

Anyway, thanks!


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Perihelion
  Tue Oct 25, 2011 7:01 am
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Okay, so:

Image

I like the concept of the hex walls but am not sure about my execution. It makes me feel like I'm looking at the inside of a spaceship or an airplane or something, and I wanted something that felt a little, idk, cozier for the apartments. I was thinking about having low dividers in a big space, but meh, I don't really like where I was going with that. I might try recoloring the walls to not white and see how that does. Conceptually the windows probably just tint dark when you want solid walls, so you might be able to toggle them in-game if I can be bothered animating them.

As for the furniture, I'm going to add green accents. Should be slick when it's done. The flowery-looking thing is a floor lamp. There'll be plenty of other furniture too. Man, though, it feels weird not to have bookshelves. Maybe there can be books in the future. I dunno.

Got a math test on Wednesday, so I'm not gonna be spriting for a couple days, but I'll post updates when I have them.


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Perihelion
  Fri Oct 28, 2011 9:38 am
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Okay, I've decided to put the tileset on hold for now because I want to work on demo stuff. I made this instead:

Image

I think the leg animations still have issues, but my attempts to fix the template weren't very successful, so I'm calling it good enough.


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So fist
  Sat Oct 29, 2011 7:00 pm
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the 2 middle walking sprites have a noodle arm thing going. Is he/she supposed to have like tentacle arms?


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Perihelion
  Sat Oct 29, 2011 8:24 pm
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Yes. That's intentional. They're like flexible segmented arms.


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bacon
  Sat Oct 29, 2011 8:47 pm
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I dont know if its just me but the wall window perspective is extremely awkward and looks more like a walkway than a wall. I mean is pixeled extremely well i just think the perspective is a little wonky. But everything else is good as always peri~

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badmonur
  Sun Nov 20, 2011 5:35 am
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gorgeousness,like always. I really love looking at your pixel work :D

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Perihelion
  Sun Nov 20, 2011 6:22 am
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Aww, thanks! :D


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