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stupid pole

Started by Rikard, December 20, 2009, 09:36:26 PM

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Rikard

No, seriously, stupid pole. No matter how much effort I put into it, it never comes out as I want.
https://www.artstation.com/rikard
Quotetriggerall = Win && numhelper(180) = 0 && time = 0 && (stateno = 180) && matchover
HE-MAN AND THE MASTERS OF THE UNNECESSARY TRIGGERS

Real Bastard

WOW, that is a nice set up for a stage. Continue with this.

What was wrong with the pole? I see some shading differences on the pole that needs to be worked on. But other than that, continue to work on this.

DonuTs

looks fine so far. is this in relation to that which you told me which i cannot reveal?

fer619

maybe the two parallel bars on the pole don't have the right perspective. also the top of the pole's shadow looks a bit too big


Randomish

keep trying Rikard your a great spriter
Welcome to the House of Fighting.

Duo Solo

 :laugh: yeah, them poles are sure stupid.

The Railgunner

In relation to the rest of the stage, the pole is crooked - it should be straight. Unless that's intentional or something. Also, try giving it some "wooden" details.

Jed

i say make darker color tone even a pole shouldn't be that bright ;P
Next Gen IX
Spoiler: The Next Gen IX is here (click to show)


my stuff is open sources to all just minus my 100% original chars example dragon sword and other 100% original art work. But anything fan made is yours no permissions, credits, or restrictions necessary.

Duo Solo

I might also add that you should add some powerlines to the pole. Just straighten the pole and it will look fine. btw, what program did you use to create the pole?

Iced

Maybe it has too many shades? Seems to be more detailed than the walls.

moolambo

try dithering 'wooden' texture?

Rikard

this is the updated version.



I still have to antialias the power lines with the background (not seen in the picture, mind you) but we're getting there.

The pole looks more 'detailed' than the walls despite using even less colors since the shades are closer together.
https://www.artstation.com/rikard
Quotetriggerall = Win && numhelper(180) = 0 && time = 0 && (stateno = 180) && matchover
HE-MAN AND THE MASTERS OF THE UNNECESSARY TRIGGERS

Iced

Oh i get it, it needs to get darker as it goes down, since the top and the bottom are against different colors, the zone closer to the ground looks lighter in colour, while on photos you would see the part closer to the ground darker from pollution.

At any rate,its good as it is at this point.

c00p

walls need more dirt, same as the white line on the street

moolambo



you can take these as reference, since I think they're pretty good examples of rendering for vehicles and other stuff (such as the streets, lights, 'dirt' on various things etc.) and since your stage kinda reminded me of rbff2.

Rikard

Quote from: mulambo on December 22, 2009, 01:22:57 PM
http://www.system16.com/screens/rbff2_a.png
http://www.neo-geo.com/snk/screenshots/real%20bout%20fatal%20fury%202-2.jpg
you can take these as reference, since I think they're pretty good examples of rendering for vehicles and other stuff (such as the streets, lights, 'dirt' on various things etc.) and since your stage kinda reminded me of rbff2.

I'm not aiming for an SNK style, I'm more going for a 16 bit style.

@Iced: the pole GETS darker as it goes down. D:
https://www.artstation.com/rikard
Quotetriggerall = Win && numhelper(180) = 0 && time = 0 && (stateno = 180) && matchover
HE-MAN AND THE MASTERS OF THE UNNECESSARY TRIGGERS

Duo Solo

Thats good, you have the basics of shading down. May I suggest that you find a texture to wrap around the pole? For example, taking this texture below to wrap around will give it more of a realistic look, but if your going for an 16-bit look, i suggest using 3 different shades of brown to streak the pole to give it a weathered look.
Spoiler (click to show)

walt

NEEDS MORE DITHERING

Still, it's looking hella fun. Keep it up dude.

Cybaster

Looks cool. :)

One question though : did 16 bits style care about the light source ? Because I'm having a hard time figuring out where the light comes from here.

Duo Solo

Quote from: Cybaster on December 22, 2009, 08:51:32 PM
Looks cool. :)

One question though : did 16 bits style care about the light source ? Because I'm having a hard time figuring out where the light comes from here.
Im guessing the sun comes from a 55 degree angle on the left side