Mollymutt said:
Thanks kiggles, what about the pattern size?Methinks it may be a little big... I might try to decrease it a little bit. BTW, I stilll haven't gotten any feedback on the other things i edited ( curtain, Link's bed, pitchfork...ect.). I'm not fishing for complements, I'm new to this, so I just want to know if I'm on the rigth track.
It's all good. You're actually taking the critique very maturely. I kind of hesitate to bring my art school background in open public forums, so it's pretty refreshing to actually find someone who genuinely is looking for suggestions/advice.
Honestly, I'm not certainly whether your should increase/decerease the texture details. (larger but less blobs on the walls, or more but smaller blobs) I would say to make the blobs larger, but doing this may not produce an effect that is appropriate for the INSIDE of wood grain. Kind of a tricky texure, because we don't want I looking exactly like the tree's exterior, but we DO want it looking like wood.
This is why we get the whole thing painted out first. Paint as simple as possible. Avoid too many complex shapes, or making color shifts smooth. Use large shapes and see how it looks in a large scale. Tweak the color, a big blob there, and adjust globally. If you have everything in a single PSD or (whatever the Paintshop file format is?) it won't be as difficult to re-edit. Just a matter of re-cutting. You also have the benefit of looking at the whole thing outside the emulator. Of course, you will have to worry about tiling, but you might save that for later, when you get the scene working in 2D.
The bed is great. Leave it as is for the moment. More detail would be great later on (reference material could be a canoe. I always thought link's bed was made in a similar fashion). Colors should be less 'alive' than the walls of the tree. Should be safe to say his bed is made from dead wood, while the tree he lives inside is hollowed, it is likely very much alive... even though I don't know of any tree which can live for long after you jack a huge portion of it's core. It'll be good for variety of color however.
The pitch fork deffinitely needs some work. At the moment, your best bet is to exclude details like these entirely. Paint the scene like those aren't even there. Then the entire scene is complete, and you're happy with it, then make a seperate image file for the pitch fork, hoe and other gardening tools. You can focus on making the objects look good, then tweak them as necessary when you paste them into the final scene.
Biggest problem (so you know what direction to try when you tackle the garden tools) it stands out. Look at the original, and those gardening tools are real easy to over look. I never even noticed them before. THAT is the effect we want. They may stand out a lot more, simply because of the style, but I don't believe the focus of this scene, artistically, is gardening tools.
Get them to match up with how you have the bed, no dark outline, simple, 3-4 four tone shading/highlights, and see how it works against the wall/floor when that is complete. Which reminds me, the floor is a good start, as well. You might need to re-edit it by hand, but you can use the posterized/simplified version as a template. It depends on how it works with the walls, however. Might just be able to make some slight tweaks and adjust color sliders.
Keep it up. Oh yeah, you will hate it, but reference everything. It is 3 times easier to create anything when you have something to base it from. There's no shame in it. The best conceptual artists out there use reference material for everything, and the 3D artists making the scenes don't even touch a modeling application until there is a concept drawn on paper for them.