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Titlescreen Art ( want opinions )


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#21 riuthamus   Crossbones+   -  Reputation: 4008

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Posted 24 August 2012 - 10:59 PM

They will be ash coming from a fire.

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#22 stavros_mak   Members   -  Reputation: 126

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Posted 28 August 2012 - 01:04 PM

will this be only black and white? i would suggest to you to add some color,not in the whole picture but in some parts e.g particles or the eyes from the hero and so forth.

#23 riuthamus   Crossbones+   -  Reputation: 4008

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Posted 28 August 2012 - 02:45 PM

Not a bad suggestion, the particles could be blue or red, depending on the one color i wanted to add in as the accent. I have not decided if I wanted to display the character in full color like in brink, or if I would just display them in black and white and highlight key areas. Good ideas though and I like where your mind is.... hm... now to think it over and get back to you!

#24 LorenzoGatti   Crossbones+   -  Reputation: 2311

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Posted 31 August 2012 - 09:57 AM

Nice overall style, but (OP screenshot) "RuinValor" and "Riuthamus" are written in a very similar font, so that one would even expect the two words to be aligned vertically. Try a different style for the name in the right, e.g. no small caps and/or a different colour (red-brown for contrast?).
Produci, consuma, crepa

#25 riuthamus   Crossbones+   -  Reputation: 4008

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Posted 01 September 2012 - 07:37 PM

hm.. not a bad idea. I will see what I can do to make those different.

#26 Ashaman73   Crossbones+   -  Reputation: 5833

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Posted 03 September 2012 - 02:11 AM

Okay, here are some thoughts. In general there's lot of work in your title screen, but I'm not sure if it is fitting.

1. Consistency:
You have an extremly detailed/noisy model, but your game consists of cubes. That really breaks the consistency, the screen makes you believe to play a highly detailed game, when it used more of stylized approach. That's like seeing a hyper action movie trailer when eventually the movie itself can't keep up with the expectations, in this case you will get disappointed. But seeing the movie without the trailer could be quite entertaining.

2. Orc model:
Do you want to display the capabilties of your modeller or do you want to present your game ? Btw. the model is too noisy, there's no point of rest.


3. Wrong focus:
The detailed model drags my eyes to it, this is the wrong direction. What is the most important thing a user should recognise on the screen ? This should be pushed by either using color, sharpness, shape whatever. Shape is one of the most important visual tools to attract the eye, so if you want to keep the orc, blend it more into the background.

#27 riuthamus   Crossbones+   -  Reputation: 4008

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Posted 03 September 2012 - 03:03 AM

Good advice, although not relevant at this point. The orc model is a place holder, the real model is nowhere near that detailed. That was just a way of displaying where the placment of the character models would be. As no models exist that look like what I Needed I just took whatever I could find that looked decent. ( perhaps a bit out of place, but meh )

The purpose of the current thing is to get the layout/look down. If the only complaint is the model working with the overall thing that I think I have a good setup since the model is being replaced within the week. ( or model guy just started going models again )

Thank you though, As i really do apprecaited all comments.




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