[updated progress]
Hello Polycount,
Working on an environment for a fighting game and I really need some ideas/feedback on what I can do to make it more interesting.
Some trouble areas is that I am not sure which way to go with this style.
I've also gotten feedback:
* Dojo does not fit with the rest of the stage. (not sure what I can do)
* Maybe make it more anime.
* Maybe make it less detailed.
* Looks too mobile.
* Needs more... (life?)
With Characters:
These are some images of references I was suggested to look at in the creation of this environment.
1. Overall Lighting - from Overwatch
2. Cartoon/Anime Stylization - from Guilty Gear Xrd, World of Warcraft, & Heroes of the Storm
3. Water & Bloom Lighting - Super Mario 3D World
4. Maybe try to match the snow level that a previous stage artist made. Players seemed to like the level of detail in there. Like the tree.
Replies
The 'it looks too mobile' crit is probably because the dojo looks fullbright.
'Make it less detailed' - I agree with this, try to use flat colours as much as possible and have details only appear near the edges of the objects.
'Needs more life' - can probably be done with better lighting. Make it interact with the environment. Add some fog, edge highlighting, bounce light from the ground/grass. Cast shadows and very subtle AO.
Avoid 90 degrees edges imo, try to bevel those sharp edges up a bit, so they can catch some highlights.
Looking at the stage the other artist made, he seems to be using some subtle fresnel as well. This could simple be the way he or she set up the lighting though.
My reasoning is all based on the provided screenshot of the 'previous artists' scene, the provided references and the feedback that was received so far.
The 'fog' is to simulate atmospheric perspective, similar to the previous snowy scene. It helps to make the characters pop out from the background as well.
Looking at the snow scene, when it comes to detail, notice the lack of detail on the objects. It almost looks like an AO map has been used to mask out details.
As for making things less detailed is never good, 'less is more'.
I'm not saying to remove all detail, just use them sparingly. You don't want allot of high frequency detail. Especially not in a fighting game imo, as the main focus while playing should be the characters on screen.
Notice how the snow scene almost has no high frequency details. It looks very stylized and clean.
Basically looking at your argument, to me, it sounds like you are 'just trying to improve the image'.
While the focus should be more on how to get it to be more similar, when it comes to art style.
@Evolvyn I think the comments on colour palete are on point as well.
Something like that can look cool. Maybe use this image as a base for colours and add some red accents?
It would fit a bit better with that Torii on the left as well I think.
https://tripswithtots.files.wordpress.com/2012/06/d-walking-into-the-mist.jpg
I'm not sure what could be gained from blurring the entire screen, mist also desaturates things. When dealing with cartoons there aren't really any rules, so I suppose you could do whatever you want, but personally I feel that even cartoons benefit from being more realistic as opposed to odd. Snow white > Chibi mangas
normals point straight up, dither out the alpha at the bottom. No more harsh transitions.
Trees are my weakness. haha. Not sure how to approach remaking the leaves with autumn colors. I'm thinking I need more details so that I can show actual leaves. But ultimately, I am having trouble. Most of the time I find videos on how to sketch leaves, but nothing on how to create a polished tree with leaves. I am going to try making transparent 3D planes with leaves on it and experiment.
Been looking at these trees for reference:
https://www.artstation.com/artwork/5KgdJ
http://mataraelfay.deviantart.com/art/Tileset-bosque-expansion-rtp-RPG-Maker-XP-325243427
What do you guys think now?
And thank you all again for the feedback (AND PAINTOVERS)! It really really helped.