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#241 |
Symbol of Cyric
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A Problem is certainly that due to the stretching, smoothing is inevitable. However, I think it may be reasonable to make the ground looking a little out of focus when walking on the roofs...
![]() I will probably redraw the ground instead of stretching, but those who like it quick (and a little dirty), this approach may be reasonable.
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#242 |
Jack Burton
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I guess I'll have to look a little closer to figure out what was stretched and where.
![]() Sice I typically render my backdrops, it is beyond my capability to redraw them. ![]() I guess I thought it would be harder, because I thought I would be changing the horizon line as well as ground perspective. Maybe even moving away from a straight line to a curved one to represent the distortion. |
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#243 | |
Symbol of Cyric
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![]() Curved lines are interesting if you have a big picture and want to give the illusion that the viewer changes his perspective when he looks at different sections of the picture. In that case, you theoretically use infinite vanishing points. Below, you see an additional picture showing the areas that I stretched. Firstly, I stretched the red area to a height that corresponded to the blue and magenta section of the grid. Then, I used the blue area to fill the rest of the BG... ![]() ![]() ![]() ![]()
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#244 |
Jack Burton
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I agree about the vanishing point in one point perspective, it is always where you're looking. I am talking about moving the horizon line below the vanishing point.
I want to move it b/c the eye is naturally drawn to the horizon line and to the center - if they are disparate entities, I'm hoping for a greater illusion of height. I do freely admit that you may well be (and probably are) completely right on this, I just want to give it a try and see what I can do. ![]() As an aside, I think it would be fun to do a mini-module that does not use one-point perspective for the backdrops. I could render everything. ![]() ![]() |
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#245 |
Symbol of Cyric
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I have a one-square level in my design where the player looks down from a very high building. I even used the multiple-vanishing-points approach there.
A good reason for another perspective would be that the player is e.g. sitting inside a mecha and looking down on a village... ![]() ![]() Concerning the horizon: something which is not very far away would certainly be affected, e.g. a forest in the background that covers the horizon should probably be moved some pixels downwards.
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#246 |
Jack Burton
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I guess I should have pointed out earlier
![]() ![]() Though I do have some designs that move the horizon line down by 35 pixels so that I could get a completely different perspective on the walls. This would be a great time to remind the universe how unhappy I am that all those years ago, CocoaSpud et al decided to go with a rectangular 3D window instead of a square one as FRUA had. (Maybe I should make this a bug, though it would involve changing a lot of art to fix, as well as some code.) |
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#247 | |
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#248 |
Jack Burton
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Don't worry, I won't change anything for the Official DC.
![]() It's easy enough to change for my own purposes - such as my Silver Blades module. ![]() |
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#249 |
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How many designs are you currently working on? 12? 13? 14?
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#250 |
Jack Burton
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I've put everything on the backburner except for 3.
![]() In order of importance~ Prohovost The City Legacy of the Silver Blades Of course, I will still be doing other art as the mood strikes me. ![]() |
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