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LuckyCrime's Sprite restaurant. come make a request! 
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The perspective is off, especially noticeable with the docks.

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Thu Jun 13, 2013 4:11 pm
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Currently Playing: Ball Breaker with your sister. it's a real game...
It so hard to keep perspective when things aren't facing the same direction. Does anyone got any experiences with my problem?

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Thu Jun 13, 2013 5:32 pm
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Use a point on the horizon and draw all your lines towards that.

Well, not all your lines. Just the horizontal ones.

Also, the palette could use more contrast and a bit of hue shifting.

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Fri Jun 14, 2013 5:22 pm
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I can't increase the contrast. It already oversaturated for what it's suppose to be.

Quote:
Use a point on the horizon and draw all your lines towards that.
Well, not all your lines. Just the horizontal ones.

What?

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Fri Jun 14, 2013 6:24 pm
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It's a pretty basic technique; You place a pixel-dot 'in the horizon' and that is where all the lines go to for the perspective. The dot ('starting point') is also from where your grid originates, which you use to work out things like depth and etc.

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Sat Jun 15, 2013 5:07 am
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I already know that technique and it not enough for what I'm doing. this is good example of what I want.

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Sat Jun 15, 2013 12:11 pm
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Considered your somewhat baffled reply I thought you might wanted some extra info.

Also, pray tell, how is that technique 'not good enough'? It's the very foundation of perspective work. You might have ment 'too basic, but even then, that's not really a therm you can apply to something as subjective as art if you ask me. I've seen people make great stuff with the most common of tools and techniques. It depends on your creativty, is my understanding.

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Sat Jun 15, 2013 2:56 pm
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1 point perspective will still help you with proportions and where stuff hits the ground.
You can make rectangular prisms and draw the buildings in those.
As for the curvature, you can apply a filter to the perspective lines and pixel from there.

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Sat Jun 15, 2013 10:24 pm
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Try using this as a guide.

All nondefining lines should look towards a common origin point, making the top of the buildings.

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Sun Jun 16, 2013 12:10 am
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1 point perspective won't help for what I'M trying to do. I've looked into this, I figured out what I was attempting, no more help.

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Sun Jun 16, 2013 1:50 pm
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luckycrime wrote:
1 point perspective won't help for what I'M trying to do. I've looked into this, I figured out what I was attempting, no more help.



Wouldn't hurt to at least try and see what we think.

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Sun Jun 16, 2013 2:11 pm
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Super bump.

New picture, new person, new motives, old techniques, new everything.

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Mon Sep 16, 2013 4:12 pm
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Here are step by step instructions on the process of creating this. This was done in my spare time and I wanted to do something more tradition like my tournament area background.

[box=]
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[/box]

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Mon Sep 16, 2013 8:45 pm
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Gradient sky is nothing to look at, but besides some understandable monotony in the buildings, it looks really nice.


Why are there two red suns in the last one though?

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Mon Sep 16, 2013 9:01 pm
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Reix wrote:
Gradient sky is nothing to look at, but besides some understandable monotony in the buildings, it looks really nice.


Why are there two red suns in the last one though?


That not a red sun it a point of perspective that will be used at some point. I craved symmetry and decided to fix the sky by only working on 1/2 and copying it. The sky will be slowly and painfully dithered later, right now it would get in the way.

This background is animated. It will contain a blackhole, land splitting earthquake, and last but not least a tsunami from the sky. the Blackhole is currently being worked.

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Mon Sep 16, 2013 9:17 pm
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