Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
grafx:concepts [2020/08/02 16:12] – sunteam | grafx:concepts [2020/08/02 16:34] (current) – sunteam | ||
---|---|---|---|
Line 5: | Line 5: | ||
When drawing background tiles, always make sure the light source is coming from the same direction (usually top left or top right). Also, map with correct shadow tiles for extra depth. Don't mix light sources. Shading from outside dark to centre light can sometimes work, but mostly doesn' | When drawing background tiles, always make sure the light source is coming from the same direction (usually top left or top right). Also, map with correct shadow tiles for extra depth. Don't mix light sources. Shading from outside dark to centre light can sometimes work, but mostly doesn' | ||
With sprites, flipping will mean this is less relevant, but depending on the game, choose the light source based on the most common facing. | With sprites, flipping will mean this is less relevant, but depending on the game, choose the light source based on the most common facing. | ||
+ | |||
+ | {{: | ||
**Background Contrast** | **Background Contrast** | ||
Line 21: | Line 23: | ||
The most important thing when drawing sprites is making sure you start out with a good, solid template. Don't begin by drawing a fully shaded sprite, hoping to cover up iffy proportions. Draw your initial sprite in monochrome (or several flat colours) and make sure that you're completely happy with the look of it before continuing. Animating using a flat colored sprite will show you what works, and save a great deal of time if adjustments are to be made. | The most important thing when drawing sprites is making sure you start out with a good, solid template. Don't begin by drawing a fully shaded sprite, hoping to cover up iffy proportions. Draw your initial sprite in monochrome (or several flat colours) and make sure that you're completely happy with the look of it before continuing. Animating using a flat colored sprite will show you what works, and save a great deal of time if adjustments are to be made. | ||
+ | |||
+ | {{: | ||
**Perspective** | **Perspective** | ||
- | Try to keep perspective consistent, especially in overhead style games. Foreshortening often does not work and can look goofy (i.e, Red Alert) | + | Try to keep perspective consistent, especially in overhead style games. Foreshortening often does not work and can look unnatural(i.e, Red Alert) |
{{: | {{: | ||
+ | |||
+ | **Texture** | ||
+ | |||
+ | Varying the style of shading can significantly alter the perceived texture of an object. A lot of dithering can make things look rougher, older or dirtier. See the examples below, both of rock, but using very different shading styles. | ||
+ | |||
+ | {{: |