May. 2nd, 2020

kradeelav: Zihark, FE10 (fe)
in a fit of being fed up with the biggest art weakness remaining (backgrounds), i ... decided to conquer 'em today using my secret weapon which is also the cheesiest thing possible: FE13!Au. :v

(FE13!AU/zihark was, uh, got me to draw shippy shit to begin with, draw, period lol, and is the single thing that reliably gets me out of art block so i'm not going to ignore something that works, right?)  some background insights/notes i've been learning:



- tasteful blocking of lightning n emotive gradients does wonders, wrow.

- having a grid on the floor surface (like plank textures, tiles, whatever) does like 60% of the job of hinting a bg with grounded perspective.



( ^ majora's mask, not FE) flubbed a bit on this one because n64 polygons are weirdly /sparse/ as it relies on textures and patterns, which is like the opposite you need for decent linework. i bet if you greyscaled the game it'd look like shit 'cause the colors are one of the biggest draws. tricky, tricky, 'cause i want to emulate that sparseness in a way that looks good.



- oh my god i'm a dumb dumb .... sTART WITH POLYGONS....  DUHhhh.  i've been wondering for literal years what is it that mystery ingredient between  indescribably detailed sketchup shit that's sterile at the same time, to ... shit like wind waker where the base polygons are all slightly uneven? so i know i don't /have/ to be able to draw a straight line for shit to make it work.

- but polygons!!!!!  as long as you connect the corners/vectors, shit like the rocks in the back look p believable. and you can start from simple shapes that don't look like you clearly started from a bunch of rectangles.  ( i absolutely hate every perspective tutorial ever because it never looks potentially lifelike.  where's like... the exaggeration where you can tell a place is a boss room or lived in or what

- thinking of space "archetypes" like character "archetypes" as bases you build up on.  a game shopping district is going to be crafted very, very differently than a boss room - chaotic vs symmetrical, crowded vs minimal, horizontal vs vertical for grandeur.....

e n l i g h t e n m e n t

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