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View Full Version : Kayin's Art thread of Booty and Absurd Specular Highlights


Kayin
02-14-2011, 05:45 PM
Hey, guess making art threads is the COOL THING TO DO, even though I don't post much. That said I tend to put a lot of time in the things I do (not to say this actually helps quality much, I'm just slow), so I guess having them linger a bit more i pretty cool.

Anyways, art archive can found either on my blog (http://kayin.pyoko.org/?page_id=4) or on my DA account (http://kayinnasaki.deviantart.com/).

Still, heres a bit of Brave Eath concept art for ya.

http://kayin.pyoko.org/csnaomismall2.jpg (http://kayin.pyoko.org/csnaomifinal2.jpg)

From the DA post...

I’m a horrible concept artist. I spent like a million years during this, but now it’s done. I’ll probably append this description later to include full sizes of all her clothing layers, but for now, I just wanna upload it.

So here we have, in full, annoying nobility naming, Naomi Isabella Victoria vos Cruz. Naomi is the lead character in the Metroidvania title, Tower in the Sky that will be finished sometime before our sun morphs into a red giant. Still, I wanted to get a better understanding of her design as I plan to experiment with 3d modeling. We’ll see how well that goes, later. Either way I drew every layer of her outfit, front and back. Theres only a few snapshops in this picture, but they exist.

So what of Naomi? I found it hard writing some of her descriptions because Naomi in Tower in the Sky is a different from the Naomi I’ve roleplayed. She is younger and naive, more trusting and faithful. She doesn’t quite yet have the resolve of her older self, nor has she begun to truly yet question her faith, a big point of the character. These things will all, hopefully be addressed in the game if I ever get it done and properly execute the story. As such, I kept a lot of her listed traits as things that are consistent with her in almost all incarnations.

I have more information about her up in various other pieces of artwork, which you can look at if you’re interested. Some of it is out of date — I’ve been revising everything and solidifying what I can. Once she’s in a game (even if it only comes out after most of society has collapsed), her history and details are then sort of set in stone unmovable, unless I employ the jackhammer of ‘retconning’. I’d rather avoid that.

Anyways this was a lot of fun

Lady
02-14-2011, 06:46 PM
Either way I drew every layer of her outfit, front and back.

Let's have the panty shots, son~

Kayin
02-14-2011, 07:12 PM
She's nude under the singlet.

Oh and Nich, do you find the problem on the main picture? I Definitely see it in the expressionals, but I wanna be sure.

Brickroad
02-14-2011, 08:30 PM
She's nude under the singlet.

...proceed.

Kate or Die!
02-14-2011, 09:23 PM
I wish I had naturally purple hair :(

Also, with boobies like that she's gonna need some kind of support under that singlet.

Kayin
02-14-2011, 09:24 PM
I wish you had naturally purple hair too.

Büge
02-14-2011, 09:27 PM
Kayin, I like you, you're a good artist, but please, no boobplate.

Lady
02-14-2011, 09:27 PM
its ok the breastplate holds them up

seriously though, chafing.

Mightyblue
02-14-2011, 09:31 PM
On the note of, uh, equipment, the shield would probably have a leather strap running across the bottom two points as well. You have to hold a shield tight against your arm, otherwise the force of impact transfers unevenly into the arm holding it as opposed to spreading out over the surface of the shield. Easy way to break an arm.

Kayin
02-14-2011, 09:36 PM
Kayin, I like you, you're a good artist, but please, no boobplate.

The boob plate is pretty much entirely stylistic and has nothing do with her actual breasts. To be fair.


On the note of, uh, equipment, the shield would probably have a leather strap running across the bottom two points as well. You have to hold a shield tight against your arm, otherwise the force of impact transfers unevenly into the arm holding it as opposed to spreading out over the surface of the shield. Easy way to break an arm.

Might as well add that.

Kishi
02-14-2011, 10:56 PM
Danbooru has a tag for that. It's called "impossible shirt."

Googleshng
02-14-2011, 11:34 PM
This is ultimately for a side scrolling character sprite isn't it? Not sure how well the little half-tabard would work there, and the gloves might have a hard time standing out from the pants.

Kayin
02-14-2011, 11:55 PM
It's for a lot of things, including fun (or 3d modeling). I might fix the impossible shirt but I'm not sure how much I care, as I was having fun with it (though it's totally cool to call me out on it). But if I doodle with it and it looks good, I'll update that too.

Kayin
02-15-2011, 03:44 AM
Okay updated the eyes a bit, added the extra strap and 'fixed' the impossible fabric to a degree, making it merely implausible. Or maybe it's actually more impossible, but I think I like it more. Considering how many bits are in this though I don't think I'll be modifying anything else, but any criticism is good for next time, even if it's about things I'm just being lazy about.

Also here are all the layers.

http://kayin.pyoko.org/naomilayer6.jpg
http://kayin.pyoko.org/naomilayer5.jpg
http://kayin.pyoko.org/naomilayer4.jpg
http://kayin.pyoko.org/naomilayer3.jpg
http://kayin.pyoko.org/naomilayer2.jpg
http://kayin.pyoko.org/naomilayer1.jpg
http://kayin.pyoko.org/naomilayernude.jpg

Loki
02-15-2011, 04:22 AM
http://kayin.pyoko.org/naomilayernude.jpg

http://img.photobucket.com/albums/v44/Loki213/letsplayffvi_020.png

Mr Bean
02-15-2011, 10:43 PM
I know the description says she's supposed to be leggy, but the legs just look too long somehow. Maybe it's just because she's standing on tiptoe.

Some strap on plate similar to what she's got on her forearms on her shins and thighs might look good too. Added bonus of preventing her legs from being sliced out from under her.

Kayin
02-19-2011, 05:37 PM
Surprisingly, leg armor generally is one of the last places to receive armor. Greaves tend not to have priority as they have the most effect on mobility (weight on your upperbody gets distributed through the whole body, while weighted legs have to move weight with every slight movement. The protection is also relatively low. Most blows to the legs are going to ground you anyways, and the legs aren't quite as easy to attack as one might think. They're a perfectly valid place to attack, but their not a gaping, exposed weakness and typically require opponents to expose themselves to attack to strike at. Compare this to say arms, where there is also a disadvantage for weighting your arms, but your arms are constantly exposed to danger. Both Roman Legionaries and feudal Europe dropped greaves over time (according to Wikipedia, Europe went for.... tall leather boots!). Full plate was more important (and cost effective) for either for important folk, or some types of calvary, since your legs just love to dangle and the weight difference is relatively less troublesome for the horse.

Of course, I just wrote all that for fun (and while I'd say I got more of a grasp on this stuff than post people, I'm still just some fantasy nerd who's prone to talking out of his ass) and this is a chick with boob indentations(granted, big, spacy, semi plausibl-but-still-silly ones) and giant ass 80s animu pauldrons, running on the Rule of Cool. So on a stylistic level too, it's a matter of style. I used to draw her with all sorts of metaly bits on her and faulds and whatever. Like "3/4th plate", or something and slowly trimmed it down to a nice, lean and (in terms of the game world) sensible design. She's an insanely fast and mobile character and the greaves just never looked entirely good under her tabard. The knee pads were nice, especially when doing sprites, because they indicated her knee from and made shape out of a mass of black pixels. A minimal amount of another color, just to keep things together.

So no go on the greaves, though it was a fine suggestion. It just doesn't fit in stylistically or fluff wise, and has some historical real world validity to it (though if the fluff and style worked, rule of cool would trump that).

Anyways sketching out someone else.

http://kayin.pyoko.org/slash3.jpg

Here's a tall naked dude who's legs aren't quite right yet (they look too thick in the wrong places, but we'll see what I end up doing). He's naked, so NSFW, but really theres only the faint indication of a peneer, so whatever. I'll be doing the multi-layer thing again, but probably not to the same degree (no back shot, less layers).

Kayin
03-10-2011, 03:27 AM
http://th01.deviantart.net/fs71/300W/i/2011/069/2/4/slash_character_sheet_by_kayinnasaki-d3bba1e.jpg (http://kayinnasaki.deviantart.com/#/d3bba1e)

Welp, got this done. Not entirely thrilled, but it's sufficient. I need to draw more guys so it's less of a struggle.

Kishi
03-10-2011, 03:49 AM
The spot where the pectoral meets the shoulder stands out especially. Pretty good hands, though, and that's saying a lot.

Kirin
03-10-2011, 10:22 AM
That is one tall-ass dude. (Going by the description, I mean - the proportions look fine for a fantasy character.) There does seem to be something *slightly* off about the pose of the arms - but I only get that impression in the unclothed version, meaning it probably has to do with the way the muscles are interacting with the position of the hands and arms? Maybe? Just a layman's pondering.

Kayin
03-10-2011, 01:28 PM
Oh sure, theres a bunch wrong I'm totally sure. I'm not too familiar with male anatomy. Not that such a thing "excuses" the error, but it leaves I my self curious to what muscles and lines should be going where. I need to buy that Anatomy book Demo suggested to me.

Fortunately if its just the shading, I could probably take another whack at it since it wouldn't require me fucking up the whole deal with the layers of clothes.

Kate or Die!
03-10-2011, 02:05 PM
I am just completely impressed with people who come up with characters and designs and backstories and things. I've never been able to do that.

nunix
03-10-2011, 02:48 PM
Oh sure, theres a bunch wrong I'm totally sure. I'm not too familiar with male anatomy. Not that such a thing "excuses" the error, but it leaves I my self curious to what muscles and lines should be going where. I need to buy that Anatomy book Demo suggested to me.

This (http://ninamatsumoto.wordpress.com/2010/12/18/athletic-body-diversity-reference-for-artists/) may be useful for you (also linked in the tips-tutorials-et cetera thread). Buncha nigh-naked athletes of various sorts.

Sovan Jedi
03-18-2011, 04:45 AM
I like: it's as if Leon S. Kennedy went out cosplaying as Van Helsing. The clothing flows very well over the final piece, though the rim lighting on the shoes looks a bit odd in comparison.

Kayin
03-18-2011, 01:11 PM
Hahah, thanks, though not referenced from either of those characters, humorously enough (though surely still borrowing a lot from other places, I assure you :P). Still got one more of those sheets to do up.

And Kate, it's not to hard. You just have to have faith that your ideas aren't terrible and then work with them for awhile. Fear is what keeps people from having good ideas and poor self-editing is what keeps people from having great ideas.

Balrog
03-18-2011, 07:17 PM
Dude looks like a lady.

Kayin
05-19-2011, 11:57 PM
http://kayin.pyoko.org/casscssmall.png (http://kayin.pyoko.org/cassaracharactersheet.png)

Last one of these!


5 Layers (http://kayin.pyoko.org/casscslayer5.png)
4 Layers (http://kayin.pyoko.org/casscslayer4.png)
3 Layers (http://kayin.pyoko.org/casscslayer3.png)
2 Layers (http://kayin.pyoko.org/casscslayer2.png)
1 Layer (http://kayin.pyoko.org/casscslayer1.png)
Nude (http://kayin.pyoko.org/casscsnude.png)

Lady
05-20-2011, 09:37 AM
"nasaki"? KAYIN IS THIS YOUR RPG WIFE :o

I kinda like the way the fire makes her hair look brown. I think I like it better than the black!

Kayin
05-20-2011, 11:36 AM
Nah, she's my namesake's daughter!

Kayin
06-13-2011, 03:03 PM
http://kayin.pyoko.org/beplogo.gif

http://kayin.pyoko.org/newtiles.gif

http://kayin.pyoko.org/sss2.png

Working on a new project in the style of NES castelvanias -- only with my own graphcs this time!

Googleshng
06-13-2011, 03:39 PM
Ooh, do I see multiple characters? Presumably with different move sets and the ability to switch between? Because I am such a huge sucker for that.

Also- Those are placeholder backgrounds I assume? Or is this just going to end up REALLY looking like Castlevania?

Kayin
06-13-2011, 03:54 PM
Dunno! Theres frequently the issue that I've ran into of "Well I can do this different, but it doesn't look as good."

Given the limited NES palette and such it's challenging, though not impossible to avoid looking like Castlevania. Basically I'll try and do my own stuff and inject my own aesthetic but at times if I have to, I will resort to looking like Castlevania, if that makes any sense.

I'm looking through lots of Tilesets to sorta get ideas of other methods for getting certain effects done.

Balrog
06-13-2011, 04:20 PM
That looks pretty cool but why even bother sticking to the NES palette?

eternaljwh
06-13-2011, 05:05 PM
So it could be on NES?

Kayin
06-13-2011, 05:08 PM
I'n actually not, I'm just using it as a base. I'm editting where I want amore distinct color. Still I think the general restrictions is what gives the proper NES look, so I don't wanna stray too far.

Kayin
07-01-2011, 12:49 PM
http://kayin.pyoko.org/sss4.png http://kayin.pyoko.org/sss5.png

First level is almost done. Just needs a boss. But I'm not rushing that. More focusing on polishing and adding features and details.

eternaljwh
07-01-2011, 01:32 PM
Make the life/energy bars a little less flat/tighter maybe? It doesn't look quite right as is for some reasons I can't pin down. But ultimately just a suggestion.
http://i.imgur.com/OkT2J.png

Otherwise your work looks great and NESlike.

SpoonyBardOL
07-01-2011, 01:43 PM
I think I have some frothing demand for your game, Kayin. It looks great.

Balrog
07-01-2011, 02:59 PM
Looks cool. What are you writing this in?

Belmont
07-01-2011, 06:38 PM
It's a romhack of Battletoads.

Kayin
07-01-2011, 07:46 PM
It's a romhack of Battletoads.

I loled.

Though either way, it's made in Scirra Construct.

Kirin
07-06-2011, 11:39 AM
I would play this game.

(Out of curiosity, is there any chance I'll be able to play this game without handy access to a Win PC? (Or 360?))

Kayin
07-08-2011, 12:13 PM
There will be no way to play this besides on a PC, sadly.

Future games out of me will likely work on multiple platforms, but in one case of 2d games, I'm waiting for a certain creation platform to mature.. This project was chosen to make use of existing tools of mine and is meant to be done pretty fast. I'm saving any big projects for cross platform stuff.

Kirin
07-12-2011, 12:40 PM
Ah well, I guess I"ll just have to wait for the LP then. ;)

Brickroad
07-20-2011, 01:56 PM
Ah well, I guess I"ll just have to wait for the LP then. ;)

I VOLUNTEER!

(Provided the game doesn't suck ass. What's the word on up-falling cherries?)

Kayin
07-20-2011, 02:45 PM
So far the only mean thing that falls is some platforms! In other news, stage 2 is almost done!


http://kayin.pyoko.org/sss7.png
http://kayin.pyoko.org/bepskeldragon.png

SpoonyBardOL
07-20-2011, 03:00 PM
I'm loving the graphics so far, I think you've hit the sweet-spot for great-looking NES nostalgia.

A Brick LP of a Kayin game sounds like it'd be pretty perfect.

Knight
07-20-2011, 05:10 PM
I also love how it looks, and can't wait to play it.

Googleshng
07-20-2011, 05:40 PM
Don't know why this is only just jumping out at me, but is there any chance of you tweaking the lips a little in that portrait by the HP bars? A somber expression works for running around killing monsters, as does a gleeful one, but... as is we've kinda got this ambivalent half-smile, like she doesn't want to let on to this here skeletal dragon that she's kinda bored. And I mean, I can accept the boredom, just not the caring about monster feelings. Might also want to add or remove a couple pixels of cheek on the right, the partially face obscuring hair seems to be travelling at an unnatural angle as is.

On the other hand, holy %#@$ that is some quality spine twisting on those dragon ribs! Is that just conceptual, or do you have it coded up to actually animate that way as it loops around?

eternaljwh
07-20-2011, 05:58 PM
Doesn't look like she's boredsmiling to me. I am reminded of something. (http://www.youtube.com/watch?v=7RanTwMeaf0) But it is simpler.

Soren Highwind
07-20-2011, 07:52 PM
Lookin' good, Kayin! Can't wait to play.

Knight
07-20-2011, 08:18 PM
Google's post made me think of something. Would it be possible to animate the portraits, Doom style? Like having her expression change when she gets hit or is at certain health levels?

Balrog
07-20-2011, 09:15 PM
Google's post made me think of something. Would it be possible to animate the portraits, Doom style? Like having her expression change when she gets hit or is at certain health levels?

That's the first thing I thought but I'm hoping the portrait is there because there's multiple characters.

eternaljwh
07-20-2011, 09:51 PM
That's the first thing I thought but I'm hoping the portrait is there because there's multiple characters.This is true.

I doubt there's a reason both cannot be(come) true.

Kayin
07-20-2011, 10:41 PM
It animates. For dialog, getting hit and for multiple characters.

http://kayin.pyoko.org/naomideath.gif

Belmont
07-20-2011, 10:45 PM
Sweet baby Jesus

Kishi
07-20-2011, 10:50 PM
Yeah, I would consider...toning that down. A little.

Kayin
07-20-2011, 10:53 PM
Pfft, you haven't seen the associated character animation.

Googleshng
07-20-2011, 10:54 PM
Eh. If it bugs you, just don't die. Incentive!

Eyes really look like someone doing the whole cardboard cutout animation thing though. Especially the hidden one.

Garrison
07-21-2011, 12:54 AM
I can tell you all right now that everything concerning this game is pretty great. The death animation is absolutely Kayin.

namelessentity
07-21-2011, 08:19 AM
Yeah, I would consider...toning that down. A little.

That death animation is awesome. I want all my medieval protagonists to explode into little pieces when they fail. Get the real severity of the situation that way. Looks great, Kayin!

Kirin
07-21-2011, 11:38 AM
I, too, really want to see that bone dragon in motion.

(And I bet the sprite death animation isn't nearly as disturbing as the face - it's hard to be at that smaller scale. I mean, Alucard sprays blood all over the place but it just looks kind of pretty.)

((Please don't take that as a challenge.))

Googleshng
07-21-2011, 02:50 PM
I seem to recall some mention of clothes shredding too, for the ol' one-two punch that gets people REALLY upset. I assume he's going to do the classy thing and have gouts of blood out there to obscure the naughty bits though.

Kayin
07-21-2011, 07:18 PM
Clothes and armor shred, but not obscenely. Like, she ends up in a one-piece, Samus style. No implied boobage or anything.

Ted
07-22-2011, 01:04 PM
No implied boobage or anything.

Just implied awesomeness, because that's what this is looking like. Can't wait to see what else you've got in store.

Falselogic
07-22-2011, 03:08 PM
Having seen the spinning death animation I can say it is indeed very cool looking.

I'm liking the portrait animation as well. Don't listen to Kishi!

Destil
07-24-2011, 12:39 PM
That's the most horrifying yet awesome thing I've seen in a while.

Octopus Prime
07-24-2011, 12:45 PM
Eh. If it bugs you, just don't die. Incentive!


Thats the rule I live my life by.

Joxam
07-25-2011, 01:44 AM
Kayin. Your death animations are delicious.

Kayin
08-11-2011, 03:13 AM
Alright lets get back on topic here. Enough game stuff, time to post tits.

http://kayin.pyoko.org/vayncs4.png

Garrison will recognize her as the fucking bitch who basically throws medusa heads at him in the game. Either way quick and breezy drawing that I did just to take a little break. A little break to draw stupid boobs.

Took a break from game design to make some art. I figured since Vayn was in the game and working, I might as well draw her.

Vayn is a character who came up as a random throw-a-way character for an RP session. She was one of several hired assassins. One of the other players decided not to kill her and she became, on accident, a permanent character of mine, though I feel a little dirty playing her!

Vayn is half-succubus, which is quite burdensome. While she lacks obvious demon markings, she still has the same desire and a poor control over her fear inducing abilities. With her sex drive, it is hard to keep people as 'just friends', and with her fear inducing touch, it is extremely difficult for her to even keep a relationship. As such, Vayn tends not to keep friends long and is very lonely. While very friendly, Vayn has a hard time forming deep bonds with people due to her issues.

Vayn just doesn't suck and feel bad about her self though. She can float and phase through stuff, which is a pretty bad ass skill, especially if you want to bum around the world. Vayn basically lives as a vagrant, stealing and squatting in abandoned houses. Occasionally she takes up assassin work to get some actual money, though she doesn't really care for killing. This is aided by her being a skilled sorceress, though her greatest strength is still her mobility.

In short, while she can kick some ass, she mostly just bums around, mopping around and being a ho. Usually when I do roleplay her, she has her shit a little bit more together (and actually has a FRIEND), but in the upcoming Brave Earth game, she's so lonely that she actually makes small talk with the protagonist while being hired to kill her.

Googleshng
08-11-2011, 03:37 AM
Two things come to mind here:
1- That left hand seems to be short a finger (and for that matter has a really abnormally long pinky).
2- OK, there's a lot I'm willing to accept in the ridiculous clothing department, but a skin-hugging loincloth is way over the line. Might want to remove a couple of those crease lines.

Also, two characters with beauty marks in the same game?

Also, someone's playtesting this already?

Mightyblue
08-11-2011, 03:42 AM
So you object to the loincloth but not the rest of the bordello gear? ;)

Googleshng
08-11-2011, 03:48 AM
The rest of the bordello gear is respecting the laws of physics. Taste is someone else's department.

Merus
08-11-2011, 03:54 AM
There's a lot that can be accepted under the umbrella of 'succubus clothing'.

eternaljwh
08-11-2011, 04:28 AM
That's rather unfortunate combination of traits/powers for a being. How sad.

Just make a note of "most common superpower" and move on. If not, some sort of crossing undersupports or perhaps just the soul-stealing abliity applied to soul-infused cloth.

StriderDL
08-11-2011, 09:12 AM
BLOOD ASPLOSION!

I've been lurking this thread but just wanted to add that this looks fantastic and if I were still one town over on STRONG ISLAND I would test play the crap out of this.

Falselogic
08-11-2011, 10:26 AM
Her right arm looks too short...

Kayin
08-11-2011, 01:43 PM
2- OK, there's a lot I'm willing to accept in the ridiculous clothing department, but a skin-hugging loincloth is way over the line. Might want to remove a couple of those crease lines.

I don't intend on changing this (or for the most part anything else that I can't fix up with a mouse and keyboard, my tablet laptop is off and I don't wanna move stuff between photoshop and SAI again. I could possibly tuck a pinky still though), but I will say yeah, it's pretty silly. I knew it was when I was doing it and I will entirely own up to it. So you're right, but I'm lazy.

Also, two characters with beauty marks in the same game?

Also, someone's playtesting this already?

Both were conceived at independent times and thus I don't feel like.... stripping one of their trait. That said, I also didn't notice and realize right now that there will need to be a joke about this.

BLOOD ASPLOSION!

I've been lurking this thread but just wanted to add that this looks fantastic and if I were still one town over on STRONG ISLAND I would test play the crap out of this.

Yeah, as for testing, that's a shame! But I'm being selective of who I have play right now to not get overloaded on opinions... and since I got a pretty good stable of testers already...

Humorously I don;t use a lot of my STRONG ISLAND friends for testing. I do, but not as much as I should.


edit: Scratch a lot of that, my mouse was up to correcting a number of complaints.

Comb Stranger
08-11-2011, 06:53 PM
Picking more nits, the thumb on the right hand looks off. If she's doing what I think she is, you should be seeing the base of the thumb from that angle, not the nail. I was looking for problems, though; you can probably ignore it.

Smiler
08-11-2011, 07:55 PM
Okay guys if you were throwing medusa heads all day your hands will be messed up too.

Kayin
08-11-2011, 11:10 PM
I got this post up (http://kayin.pyoko.org/?p=1420) where I compare my old and new characters for characters I've been drawing for years. Think I suck now? Oh god, just go take a look at what I was doing up to -15 years ago-.

Comb Stranger
08-11-2011, 11:49 PM
That is a hell of an improvement, I gotta say.

Kayin
08-11-2011, 11:56 PM
Comparing your self to anything you did 15 years ago is bound to be an ego boost.

Loki
08-12-2011, 08:16 AM
I love seeing that early stuff because I totally used to draw like that too.

Kayin
08-13-2011, 01:55 PM
Yeah it's pretty great to see peoples old art, because in a lot of ways it DOES tend to be very similar to other peoples. I love going through my old art too -- like my really old art. It's strange and fun to track the slow line of progress. Other people I know are to ashamed by their old stuff to do that, but I absolutely love it. While not all of it is scanned, I do have almost everything I've ever drawn in a box somewhere.

Lady
08-13-2011, 02:24 PM
that reminds me, I found some recently that I should scan ;D

Kayin
08-21-2011, 11:11 PM
http://kayin.pyoko.org/sss8.png
http://kayin.pyoko.org/sss9.png

Guess I might as well post these and show off the other two characters.

Kishi
08-21-2011, 11:42 PM
One-pixel cleavage is Kayin after all.

I'm looking forward to capturing sprite animations from your game.

Kayin
09-24-2011, 04:01 AM
http://kayin.pyoko.org/naomipixel3.png
http://kayin.pyoko.org/sss10.png
http://kayin.pyoko.org/sss11.png

SpoonyBardOL
09-24-2011, 04:34 AM
That all looks great. Especially the cutscenes.

Though, in the first picture, it seems to me like the highlights on her armor and sword are a bit too bright, it's a little distracting. Also, the hilt of her sword being the same color as the wall makes it hard to tell what's what.

Since you're intentionally limiting your color palette for an authentic feel I don't know if you have any options, but would something like this work?

http://i70.photobucket.com/albums/i111/SpoonyBardOL/Naomi.png

Lady
09-24-2011, 12:34 PM
I love screenshot saturday!

I'd probably make the highlighting on those ringlets a little thinner, and maybe a couple of pixels of strand definition on them, but otherwise I looooooove it allllll

Kirin
09-24-2011, 02:18 PM
I can just *see* that opening shot in my head as a pan with parallax and animated clouds. I... I think I'm nostalgic for something that never existed yet. Good job?

Kayin
09-24-2011, 03:14 PM
That all looks great. Especially the cutscenes.

Though, in the first picture, it seems to me like the highlights on her armor and sword are a bit too bright, it's a little distracting. Also, the hilt of her sword being the same color as the wall makes it hard to tell what's what.

Since you're intentionally limiting your color palette for an authentic feel I don't know if you have any options, but would something like this work?



I actually have a grey that might work in that role but I would have to change all the greys in the scene to make it work. I'll consider it though!

I love screenshot saturday!

I'd probably make the highlighting on those ringlets a little thinner, and maybe a couple of pixels of strand definition on them, but otherwise I looooooove it allllll

<3

I can just *see* that opening shot in my head as a pan with parallax and animated clouds. I... I think I'm nostalgic for something that never existed yet. Good job?

Well it seems you have a good idea what I'm doing with this right now. And that is a compliment that really warms my heart.

KCar
09-24-2011, 04:31 PM
I want this game. I want it now.

eternaljwh
09-24-2011, 05:58 PM
The first set off the Castlevania intro theme (Simon walking up to the gate in the first game) in my head.

But I think you ought to have a pixel between letters rather than not.

Octopus Prime
09-24-2011, 06:00 PM
The first set off the Castlevania intro theme (Simon walking up to the gate in the first game) in my head.


I hummed it.

Kayin
09-24-2011, 06:05 PM
The first set off the Castlevania intro theme (Simon walking up to the gate in the first game) in my head.

But I think you ought to have a pixel between letters rather than not.

Yeah some letters have some kerning issues right now that I'll eventually get to fixing. I wouldn't worry heavily about it yet, I've noticed that problem before.

Also I think of the intro as less CV1 and more this (http://www.youtube.com/watch?v=sexBfQjFIVg).

Also official announcement up on my blog (http://kayin.pyoko.org/?p=1502).

eternaljwh
09-24-2011, 06:21 PM
Yeah some letters have some kerning issues right now that I'll eventually get to fixing. I wouldn't worry heavily about it yet, I've noticed that problem before.

Also I think of the intro as less CV1 and more this (http://www.youtube.com/watch?v=sexBfQjFIVg).
I meant the music to it, which is present in that from 0:16-0:24 or so.

Kayin
09-24-2011, 07:44 PM
Speaking of music, I can't wait for Warg to get me some, though he seems hella busy lately. But anyways once I get enough music I'll try and get a demo out.

Googleshng
09-24-2011, 10:32 PM
The characters in the cut-scenes there are bugging the hell out of me actually. You have this wonderful gritty texturing in all the backgrounds, and then all of the sudden we've got these two-tone shaded characters clashing against it. Dithering things around the edges would make things much more consistent.

Plus you're doing that whole eye-floating-on-top-of-hair thing which has always struck me as one of those things you see in anime all the time not because it's really an acceptable stylistic tradition, but because animators are lazy.

While I'm being nitpicky, can you offset that falling rain some? Might look better animated, but my rule of thumb for tiling anything is to avoid lining up on a square grid at all costs.

Other than those though, it's all still looking really nice.

Kayin
09-24-2011, 10:34 PM
It really only lines up like that for a frame. It's parallaxing two speed rain. I just got really unlucky with the screenshot.

Kishi
09-24-2011, 10:40 PM
http://kayin.pyoko.org/naomipixel3.png


Kayin, I already wanted to play your game.

Mightyblue
09-24-2011, 10:56 PM
damn son

Balrog
09-24-2011, 11:12 PM
The gameplay stuff looks cool but the cutscenes looks off because the stuff in foreground looks like it has less detail than the stuff in the background and it should be the other way around.

Rosencrantz
09-25-2011, 12:12 AM
Game's looking better and better. I'm anxious to play the demo!

Warg
09-25-2011, 11:50 AM
Speaking of music, I can't wait for Warg to get me some, though he seems hella busy lately. But anyways once I get enough music I'll try and get a demo out.

Believe you me, I can't wait to get you some either!

Kayin
10-18-2011, 12:52 AM
http://kayin.pyoko.org/naomiposttranssm.png (http://kayin.pyoko.org/naomipost.png)
(click for full picture)

Relative information and Game Mechanics post right here. (http://kayin.pyoko.org/?p=1535)

Garrison
10-18-2011, 02:32 AM
I am excite

Kayin
10-18-2011, 02:43 AM
Garrison says as he reads about mechanics he's played with for months. :D

Googleshng
10-18-2011, 04:30 AM
Naomi’s weapons of choice is her mother’s bastard sword and a large heater shield. Due to her armor, she is rather durable, but is a bit lacking in mobility.

Someone's been playing a lot of Demon's Souls lately.

Mind you, that someone might be me, but it's seriously the only place I've ever seen the term heater shield.

StriderDL
10-18-2011, 06:04 AM
When shits an enemy, depending on the direction held she can either jump off her enemy to the left, right or straight up.

May want to fix this. Then again, I'm not sure what you want your final product to be.

Kirin
10-18-2011, 12:02 PM
And another auto-correct error later: "a successful family will not only put her in an invulnerable state..."

Definitely an intriguing set of mechanics.

Kayin
10-18-2011, 01:28 PM
Thanks for the catches, guys!

MCBanjoMike
10-18-2011, 02:05 PM
This looks pretty sweet, I must admit. But will it be soul-crushingly difficult?

Falselogic
10-18-2011, 02:13 PM
This looks pretty sweet, I must admit. But will it be soul-crushingly difficult?

Not if the Demo is anything to go by.

Kayin
10-18-2011, 02:16 PM
It'll be.... Castlevania. And it'll have difficulty settings. Real difficulty settings, unlike IWBTG, and the whole concept of lives will be optional (and likely off by default). So it'll be hard, but not absurdly hard and can be made easier.

You'll get knocked into pits and occasionally be surprised and some enemies are huge dicks, but it's a pretty 'fair' kind of difficulty in comparison to IWBTG.

Torzelbaum
10-18-2011, 07:30 PM
It'll be.... Castlevania. And it'll have difficulty settings. Real difficulty settings, unlike IWBTG, and the whole concept of lives will be optional (and likely off by default). So it'll be hard, but not absurdly hard and can be made easier.

You'll get knocked into pits and occasionally be surprised and some enemies are huge dicks, but it's a pretty 'fair' kind of difficulty in comparison to IWBTG.How integral is that block/parry mechanism to the player's success/advancement? Depending on how necessary it is and how much margin of error is built into it I could see that frustrating some people (like me).

Kayin
10-18-2011, 07:44 PM
Blocking and parrying are pretty optional. Optional enough that I've been tempted to replace them with something else, and Naomi has an otherwise pretty complete moveset. Any situation can be handled without energy though, so by extension any situation can be handled without special moves.

Googleshng
10-18-2011, 09:38 PM
So on the special move front... 3 button faux-NES game here?

Kayin
10-18-2011, 09:49 PM
YEP. I'm really cheating in that respect, but it was a concession I was willing to make. My current plan for whatever manual I make for the game is to lampshade some of the stuff that could never of flied on the NES, like that.

PRESS THE SELECT BUTTON TO DO SPECIAL ATTACKS

I'm sure that would have gone over real well in an actual game!

Googleshng
10-18-2011, 10:46 PM
I'm surprised you didn't internalize it as a restriction anyway. Up+B for projectiles would fit the Castlevania vibe, Down+A makes perfect sense for sliding and for the handheld CV style jump kick covered by the same function. Flipping that around for the other two (Down+B for the up-swing I guess, or Up+B for that, down for projectiles) doesn't fit quite as well, but it's easy to learn.

I am of course assuming here that you've just got the one basic attack, up and down aren't really being used for much, and the other characters aren't getting double jumps or something that'd make anything involving the jump button in mid-air a headache, but even then, there's still various options with double-tapping, A+B, I could even see the up-swing activated by hitting up in the middle of a regular attack.

Suppose the shield would still be awkward with any of these unless it was getting toggled on and off instead of something you had to hold... of course at that point, Select is fair game again (although not if you want to keep the same button mapping for the parry bit).

Kayin
10-19-2011, 12:03 AM
It's a concession I made early on. Considering the purpose of the game was to sorta be a way to stall for time (so I could do another game when construct2 was read), I wanted to create a link between Prologue Naomi and Tower in the Sky Naomi and did that with her moveset. It was also a fun way to be different from Castlevania. Naomi does a lot more than a Belmont can, and her Brother and Rival are even crazier.

Also my thinking is this. First is something that I can handwave with the the whole select thing and it's something that makes things much easier on the player. First, they don't risk overlapping inputs, secondly, saying 'THIS IS THE SMASH BROS BUTTON" is a way more discrete and understandable system and works out in a clearer way way with the Ex orbs did then if I crammed everything under a bunch of obscure commands. Part of me would love for things like QCF+Attack to throw a fireball (AND IT WILL, IN TOWER IN THE SKY), but it feels wildly in appropriate here. I try and stick to the retroism where it helps. Keeping the look of the game semi-consistent with the NES helps me. It allows me to do a lot more with less assets and have people still think positively about the aesthetic of the game. Win win for everyone involved. But things like respecting sprite limits or how ultra strict a lot of palette stuff is handled also doesn't help anyone. Instead I ignore that and implement impossible types of parallaxing because it just looks great without ruining anything.

Same goes with gameplay. In this situation I had to choose between playability and ease on the player and authenticity. If I could have been authentic in a way I was comfortable with, I'd do it, but breaking authenticity in this sense benefits everyone. It's not the players responsibility to suffer for authenticity.

Kirin
10-19-2011, 09:24 AM
I totally agree. There's retro styling, and then there's needlessly painful retro authenticity. One of these things is a lot more actual fun than the other. Just 'cause back in our day we walked uphill both ways in the snow and liked it doesn't mean some showshoes can't make the same experience a little more pleasant.

Comb Stranger
10-19-2011, 02:02 PM
You should have to blow into the microphone to get the cartridge to work.

Kayin
02-23-2012, 04:05 PM
I suppose I should post this. One of my favorite things to do is figure out new ways to make fantasy maps. So I did something for the BE:P setting (for the record, most of this stuff is irrelevent to the game it's self and the whole thing takes place on a little dot near some mountains).

http://kayin.pyoko.org/bepmapwip2.jpg
Unmodified version (http://kayin.pyoko.org/bepmapwip.jpg)

I'll go back to it anyways. I definitely wanna continue tweaking and renaming stuff but I could do that forever and I decided I should work on some actual game stuff instead. :P

This is also just a slice from a complete world map, but none of it is labeled or anything.

Googleshng
02-23-2012, 05:25 PM
Not bad. Kinda have to wonder about what's feeding some of those lakes and it's Pretty Europey, but as random fluff for a platformer? Nice.

Kayin
02-23-2012, 07:41 PM
It basically is the World of Ruin version of Europe.

Kirin
02-24-2012, 10:39 AM
I could be reading the direction of a river wrong, but is that Great Basin draining into two opposite oceans? I'm no geographer, but I'm pretty sure that's fairly improbable (unless someone's purposely digging some canals and keeping them balanced, maybe).

Then again, in a fantasy setting, all bets may be off.

Kayin
02-24-2012, 11:43 AM
Even though it still might be wacky, Lake Ortega only connects to the ocean through a canel (you can see the little note there, which is barely legible at the zoom level I saved the map at). So the Majority of the north ultimately drains into the Valis. I imagine that area probably has a series of locks to connect the two bodies of water.

Though I'm not set on anything so if anyone has any better configurations for rivers, feel free to share your thoughts. I build my maps to be non-destructive so they're very easy for me to change.

Kirin
02-24-2012, 02:02 PM
Ah, okay, I see the intended flow directions now. That's certainly physically possible, though it's either the case that the entire northern plain is pretty darn flat, or that's one hell of a set of locks, seeing as it's making up the difference between that little eastern lake that looks like it's not much above sea level and the entire water level drop from Ortega to Valis to Folton to the sea.

Again, not that you shouldn't do it that way, but if you wanted random suggestions it'd make more sense to me to have Ortega naturally draining east into the Stone Sea, and have the artificial canal be between Ortega and Valis, probably as a secion just east of Valis then connecting up to a natural river draining east to Ortega from the mountains. It would still be a big project - probably a deep cut through a foothill or something, and maybe still a lock or two - but would probably be easier than really steep elevation locks depending on the tech level. There's probably other (possibly better) solutions, but that's what jumped out at me.

One other tiny nitpick - the river running from Folten to the sea is going to be as big or bigger than the one from Valis to Folten, barring an awful lot of desert-level evaporation.

(I have no idea why I'm getting so into this when I should be working. Hope it's useful! Whee, maps.)



Edit: nitpicking my own nitpicks: if there's actually a huge waterfall at Bosch Targa, and much of Golgoth and east Talgory is actually a plateau, higher than the west of the continent, then that little eastern lake would be much higher than it looks and the current canal placement would actually be perfectly sensible. But I doubt that's what you intended (though I suppose it's an alternate solution).

Kayin
02-24-2012, 02:49 PM
I was just thinking (while reading about canals and locks) about moving the canal to about where you said too, which I think solidifies it as the best course of action. I think originally. I was reluctant to make that the canal area do to the length that would be required, but yeah, linking it to a natural river is a pretty good idea.

As for the rivers connected to Valis and Folten, my assumption was that as rivers formed big water deposits, the pressure would relieve it's self to some extent, though I guess you ultimately just end up with more downward force. Considering the side of the water system, would it be safe to say the rivers probably flood an awful lot?

Kinda tricky to do this stuff when I haven't made a proper topology map, but I guess it's fine to work toward that in a backward fashion.

Mightyblue
02-24-2012, 03:24 PM
If you want a crash course in lake topology and its general effects on flooding and whatnot, study a few maps of Minnesota.

Büge
02-24-2012, 05:02 PM
I would have suggested Manitoba, but same idea.

Kirin
02-25-2012, 02:34 PM
As for the rivers connected to Valis and Folten, my assumption was that as rivers formed big water deposits, the pressure would relieve it's self to some extent, though I guess you ultimately just end up with more downward force. Considering the side of the water system, would it be safe to say the rivers probably flood an awful lot?

If the lake in question is a relatively constant size, then water in = water out, discounting evaporation and rain directly on the lake, both of which will be pretty negligible compared to a large river coming in.

Though yeah, assuming the rivers haven't been dammed and there's significant seasonal rainfall changes, it's fairly likely you'd get periodic floods on the main rivers that are draining half the continent.

Smiler
02-25-2012, 04:32 PM
So when are you going to add Midgar?

Kayin
02-25-2012, 04:37 PM
So when are you going to add Midgar?

I hate you, Smiler. :(

Also updated the map a bit, moved the canal and slightly adjusted that river.

Kayin
09-17-2012, 12:37 PM
I still draw occasionally! I swear!

http://kayin.pyoko.org/reesesocomsml.jpg (http://kayin.pyoko.org/reesesocom2.jpg)

Falselogic
09-17-2012, 12:38 PM
I still draw occasionally! I swear!

http://kayin.pyoko.org/reesesocomsml.jpg (http://kayin.pyoko.org/reesesocom2.jpg)

not enough booty!

Kayin
09-17-2012, 01:33 PM
I have painfully yet accurately been typecast.

*SHAME*

Wolfgang
09-19-2012, 12:01 PM
She makes up for it by rocking a very nice package.

Balrog
09-19-2012, 01:12 PM
I think it's FUPA.

Kayin
09-19-2012, 03:26 PM
alrightalrightalright I toned that down a bit

Kayin
11-26-2012, 06:09 PM
This only took next to forever.

http://kayin.pyoko.org/naomisitsmall.png (http://kayinnasaki.deviantart.com/art/Naomi-Snowy-Day-339930051)

Büge
11-26-2012, 07:18 PM
Lookin' good!

Googleshng
11-26-2012, 08:29 PM
Oh yeah, that's darn good. The ultra-shiny character shading stands out a bit next to the much more realistic shading with everything else, but other than that and the ultratight clothing we can dismiss as intentional at this point, the only flaw I can find is the "r" spilling out of the spine of "The Testament of St. Gregor" there... and to notice THAT I had to zoom into that holy @#$% that's a detailed bookshelf.

Kayin
11-27-2012, 03:37 PM
Oh man I'm going to have to fix that R, it's going to drive me crazy. But thanks a ton you two!

edit: And fixed.

Traumadore
11-28-2012, 01:17 PM
Contrary to Google, I think the lighting/rendering is internally consistent. I think what he's picking up on is that while the figure and outdoor scenery are fairly naturalistic, the architecture/interior have no relation to how we actually see things. It's some kind of orthographic or isometric view that is at odds with the woman in the windowsill and the view beyond. Along with a more interesting, non-symmetrical composition, where something is breaking one or more edges of the picture. This is something that could be addressed in minutes before embarking on the painting. You've rendered it well obviously, but I think a little extra effort in the initial stages to include some real perspective would kick this into professional territory. It's so close.

Of course this critique assumes that this is meant to be a stand alone work of art. If it's an asset for one of your games and has limited screen time then legibility is most important and you'll want an ample bleed.

Kayin
11-28-2012, 01:55 PM
You're spot on in your assessment of the perspective. Originally I was going to do things flat and straight on, but back positioning or Naomi didn't jive well like that so I did 'lazy man's 3d'. As I got deeper and more ambitious, it became more apparent that some perspective planning would have gone a long way. For some time I was considering sorta forcing things to be right by skewing and perspective bending the background (http://kayin.pyoko.org/naomisitsillypers.png), but my thoughts there would be that this would be probably draw more attention to the poor planning more so than solve the problem. Most people don't seem to notice the perspective issues directly, but surely it diminishes the picture to them with that subtle 'off' feeling.

I'm not too sore about that though (I pretty much assume at this point that at the end of any drawing, I'll be kicking my self for something). This was one of my first big 'scene' pictures in a long timee and I feel pretty lucky that I both learned how to plan these types of scenes better in the future while also sneaking around a rather large mistake that most people don't seem to notice. It makes me more excited to tackle them in the future.

I've actually been kicking the idea around of planning scenes in 3d but I dunno if I'm going to do that or not yet. Will have to wait until I have the itch to do another large picture. Actually now that I'm thinking about it I'm considering JUST doing in a background/architecture picture or something.

Traumadore
11-28-2012, 02:54 PM
More and more commercial artists make 3d sketches of architecture these days. It can be something very simple, just a single color object with a light source. Then take a screenshot or render and use it as a base layer for the picture. It's something I've been meaning to try too.

I'm glad you're not sweating it too much and just eager to move on to the next thing. Can't wait to see it.

Kayin
11-28-2012, 04:14 PM
Yeah, thats what I'm figuring. I've done it a little before (I hell, if I go back far enough, I have background made in BRYCE. OH BOY were those cheesy). I'm kicking my self a bit more because I did the the window and book shelf in illustrator as a guide. At first I thought "If only I did it in Google Sketchup first" BUT NO! NO. I COULD HAVE EVEN EXUDED IT IN ILLUSTRATOR@#$@#$#@$

Using Illustrator's 3d functionality probably won't be useful most of the time, but it would have worked here. :P Oh well, next time!

Kirin
11-29-2012, 01:56 PM
I actually kind of feel like the cheapo-fix skewed version reads a little better at a glance, even though it's obviously not a perfect solution.

The real question, though, is why the hell Naomi has a copy of Fifty Shades of Grey on her shelf.

Büge
11-29-2012, 06:08 PM
The real question, though, is why the hell Naomi has a copy of Fifty Shades of Grey on her shelf.

Because she knows no one will touch it. It's hollowed out with a pistol inside.

Kayin
11-29-2012, 07:40 PM
I actually kind of feel like the cheapo-fix skewed version reads a little better at a glance, even though it's obviously not a perfect solution.

Well for fun I put a little more effort into that (http://kayin.pyoko.org/naomisitperfixfullpng.png). The top front arc is out of whack at this perspective so I might go and fix that later if people really like the slanted version better.

The real question, though, is why the hell Naomi has a copy of Fifty Shades of Grey on her shelf.

Same reason all our family members for some reason have it. People secretly want porny stuff under the false pretense that it's something more legitimate. So hilarious goofy, guilty pleasure (that she should be made fun of for).

Kirin
11-30-2012, 12:33 PM
I got no beef with porny stuff, and especially not with silly, fun, porny fluff. But Fifty Shades is just bad porn, man. Life is too short for bad porn. (Unless you're MST'ing it maybe, but 50S has been done to death.)

Traumadore
11-30-2012, 02:24 PM
I think the original you posted is preferable just for consistency's sake.

Kayin
12-01-2012, 04:42 AM
I got no beef with porny stuff, and especially not with silly, fun, porny fluff. But Fifty Shades is just bad porn, man. Life is too short for bad porn. (Unless you're MST'ing it maybe, but 50S has been done to death.)

Well of course. It's not supposed to be a DIGNIFIED book on that shelf. :P Lotta people who don't look porny stuff don't have any idea what good porn reads like anyways. :P

I think the original you posted is preferable just for consistency's sake.

Yeah that's my thought, but it was fun to do. Too many little weirdnesses for it to actually work that way.

Mazian
12-01-2012, 02:29 PM
I personally appreciate the fantasy wish-fulfillment aspect of that piece.

The wish is, of course, an awesome bay window reading nook. I want one.

Kate or Die!
12-01-2012, 02:59 PM
I personally appreciate the fantasy wish-fulfillment aspect of that piece.

You mean the sweet backyard?

I think this has been mentioned a few times before, but the way her shirt fits around her titties is just soooooo improbable. Does she tuck her shirts into her bra? It's very distracting on an otherwise really nice piece.

Kayin
12-01-2012, 03:47 PM
I spent so much time searching for 'bay windows' for reference before I found 'window nook'. So much time wasted.

As for the boobs, while certainly that is a mix of both my own skill (giving the impression of boobs, or heck, anything, through cloth realistically is hard as hell, especially getting the shading right) and... being... a dude (._.; *SHAME*), VAGUELY in my defense, my friend who modeled for me had an almost equally improbably fit shirt on. VAGUELY IN MY DEFENSE. I mostly own up to my own skill and questionable priorities though.

(though I'm tempted to do a little 'paint over' exercise like I did with the angle to maybe see if I could do it better. I have some thoughts on how I'd go about it)

edit: and done~ (http://kayin.pyoko.org/naomiuntuck.png)

Büge
12-01-2012, 05:57 PM
You mean the sweet backyard?

I think this has been mentioned a few times before, but the way her shirt fits around her titties is just soooooo improbable. Does she tuck her shirts into her bra? It's very distracting on an otherwise really nice piece.

Maybe she puts her shirts on while bending over...?

Kayin
12-01-2012, 06:05 PM
Buge, I should just have you write all my excuses.

Kate or Die!
12-01-2012, 09:26 PM
edit: and done~ (http://kayin.pyoko.org/naomiuntuck.png)

Huge improvement. I recommend staring at ladies' chests to get a feel for how fabric drapes. For artistic purposes.

Kayin
12-01-2012, 10:32 PM
One more touch up (http://kayin.pyoko.org/naomiuntuck2.png) to clean it up. Also the original fix made her boobs way bigger. Also went and stared at some sweater boobs. Might reupload this as the default version in a bit, assuming I missed nothing stupid.

Serephine
12-01-2012, 11:30 PM
Also the original fix made her boobs way bigger. Also went and stared at some sweater boobs.

Truly the life of the artist is tragedy.

Büge
12-02-2012, 09:19 AM
Buge, I should just have you write all my excuses.

I am very good at excuses. It's a curse.

ThornGhost
12-18-2012, 02:07 PM
Does it make me super old that I'm cringing at the thought of the heat loss through that uncurtained giant window in winter?

Kayin, is it - is it at least double paned?

Guild
12-18-2012, 05:00 PM
There's a tension to this image from the fact that if her knife slipped she'd stab herself in the face. For me.

Torzelbaum
12-18-2012, 07:15 PM
Does it make me super old that I'm cringing at the thought of the heat loss through that uncurtained giant window in winter?

Kayin, is it - is it at least double paned?

There's a tension to this image from the fact that if her knife slipped she'd stab herself in the face. For me.Truly, there are many levels to Kayin's artwork...

Kayin
12-18-2012, 07:55 PM
Does it make me super old that I'm cringing at the thought of the heat loss through that uncurtained giant window in winter?

Kayin, is it - is it at least double paned?

The thought couldn't help but to cross my mind. Then it gets to sillier stuff like how heating would be handled in some weird semi-future-fantasy setting.

But I think we can assume, regardless of anything else, that it is at least double paned!

Sheana
12-26-2012, 02:15 AM
You know, I always really enjoyed drawing fantasy maps as a kid, and still marvel at really well-made legit-lookin' ones to this day. You use any particular tutorials to make yours?

Kayin
12-26-2012, 09:29 PM
Basically every time I sit down to do a map I do something different. So it's hard to tell you exactly what to read or what to do because I can never remember, but my general goals is to make maps expandable, modifiable and when possible, non destructive. As such, most of my process involves layer styles in photoshop and setting layers to clipping masks. Basically if I need to adjust something I don't wanna have it be as painful as if I was rearranging 'art'. SO I generally break thing sup by features, using inner and outer glows to give some sort of variation to the terrain while going in with big ol soft bruses to add color gradiation and noise. Mountains are mostly transparent blobs using the bevel and emboss stuff. From there you just have to add layers and some sort of texture/wear layer and you can get a pretty good effect. If I go back and find a work in progress (http://kayin.pyoko.org/doublenewmap.png) you can kinda see all you need to make the final product look good. All I really changed, technique wise (as opposed to content wise, where I did mess with a lot of stuff) is changing the mountains and those are pretty easy to find tutorials for.

In my experience, trying to get realistic looking terrain and landmasses gets you better results than better technique. I'm never satisfied with the realism of any landmasses I construct, which is good. I should never be. Always new stuff to learn. I eventually wanna be able to generate better looking height maps. Mountains on fantasy maps never look quite right and while this method is pretty, real mountains are very fractal-eque. While just making mountains look more natural probably isn't a big deal, the ground ALSO has fractal patterns and capturing that would help make the entire terrain look more natural.

But yeah go in and experiment with layer styles and see what you can get!

Guild
12-27-2012, 01:10 PM
I draw blobs in mspaint and add water and make them full color lol

They suck badly but I love them.

Kirin
12-27-2012, 02:54 PM
Of course, the other solution to the problem of realistic, fractal mountains is to *actually generate fractals*. This can get some pretty decent looking results, but of course the easy algorithms just generate random terrain - good for something throwaway or rogue-like, not so good for a campaign or story where the plot has specific geographic needs. Writing the tools to let you generate good fractal-ish terrain within designer-specified constraints is harder, though I'm sure it's been done several times.

(For reference, here's some neat looking planets (http://www.cs.unc.edu/~elgin/c238/proj3/System1.jpg) I rendered for a quick grad school project ages ago. Note that this was just using straight-up fractal noise to generate terrain - no erosion or other geophysical process simulation, which is doable but of course also more work.)