Forest Scene (WIP)

Discussion of development of software for any "obsolete" computer or video game system.
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FrankenGraphics
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Re: Forest Scene (WIP)

Post by FrankenGraphics » Sun Feb 03, 2019 5:20 am

I'm of the impression that because of the ambience you mentioned, trunks and branches tend to be at least darker than the surrounding average brightness, and sometimes even close to being black, whith the occasional exception where a direct sun spot hits the bark. This is very prevalent (and exagerrated) in painted or photographic media for reasons both artistic and technical. But often, animated series and games (which share a historic link through cultural products aimed at youth) deviate from this scheme. And then again, i remember from my childhood that the beech woods in northern poland felt very bright compared to the dense forests we have up here. Whichever scheme you go for is fine of course. It really depends on what you want to express. The advice wasn't meant as authoritative (and it probably wasn't too clearly expressed either). At any rate, i'd recommend picture googling forest scenes without referencing game culture for further inspiration!
http://www.frankengraphics.com - personal NES blog

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Marscaleb
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Re: Forest Scene (WIP)

Post by Marscaleb » Tue Feb 05, 2019 6:36 pm

Okay, here's the latest update, now including the background layer. (parallax scrolling, single layer.)
I also made a slight tweak to the canopy on a couple tiles.

Image

Image

The background by itself:
Image

I don't want to mention the things I don't like because that makes it harder to get some honest feedback, but I will say that I'm not satisfied with the background layer, as well as several other elements.

The only thing that really needs to still be "made" at this point are some tiles to round out the bottom of the trunks, and some grass or bush tiles to place sporadically on the ground.

Please comment and offer suggestions. How should I tweak the color? Do the elements seem to have a cohesive style? Is there anything that seems to stick out or look off?
My end goal is to use these tiles in a commercial project, so please don't try to spare my feelings. If this isn't good enough to be in something you'd pay for, let me know.

I might be taking a break from this scene and working on some other environments for a while, so I can look at it with some "fresh eyes" before I finish it. But I promise I will be reading and considering all your comments.

joezx
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Re: Forest Scene (WIP)

Post by joezx » Tue Mar 12, 2019 6:49 am

hm .. your colors are quite striking .. a tiny little bit more cohesive gfx style, less details on trunks /to much granularity/.

Image

http://4.bp.blogspot.com/_TyGFZRT9fT0/S ... densms.png

https://cdn-static.denofgeek.com/sites/ ... k=YR9pciLI

https://www.gamedevmarket.net/asset/nes-moonlit-forest/

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FrankenGraphics
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Re: Forest Scene (WIP)

Post by FrankenGraphics » Tue Mar 12, 2019 8:14 am

Just a quick edit

-Brighter highlights in rocks and leaves (show the detail you've worked in proudly!)
-wider hue disparity in rocks - threw in purple, olive and beige among the tans/browns.
-colder shades in the cave
-removed a colour in the cave that did little difference (the amorphous fields around the rock details).
-darker, colder body of water, higher surface reflection
-less saturation in the far background. possibly lower contrast too, don't remember what i did. a bit colder, too.
-various hue changes in the far background
-a little more detail on the closest layer of far background. could be elaborated further
-removed a bit of brightness clash at the edge of the closest tree trunks in respect to the far background, at least from one direction. Some stone surfaces could benefit from this too.
-experimented with a basic "even colder/darker" scheme in the cave. It should probably begin higher up if used.

might i suggest smoothing out some of the farthest away grass tufts, maybe into more wavey, amporphous bands?
Attachments
marscaleb2.png
http://www.frankengraphics.com - personal NES blog

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