Does my image look professional and could it be used in commercial games?
by Aistis Vitkauskas · in Artist Corner · 12/01/2009 (8:16 am) · 16 replies

View: Side;
What is it?: A shop;
For a...: zombie game.
Does my image look professional? And if it doesn't, how could I improve it?
Thanks,
~Aistis
About the author
#2
But yeah, way to small. I'll try resizing it, one moment please...
Edit:
OK here the resized image.

I made it a bit bigger (from 100% to 200%) because resizing images from small to huge ones are really hard :)
Oh, and I fixed some parts.
Oh and the details are blood... so much blood!!!
12/01/2009 (10:59 am)
Well I forgot to mention that this should be a retro style game image :)But yeah, way to small. I'll try resizing it, one moment please...
Edit:
OK here the resized image.

I made it a bit bigger (from 100% to 200%) because resizing images from small to huge ones are really hard :)
Oh, and I fixed some parts.
Oh and the details are blood... so much blood!!!
#3
And curious, is this a render of a shop that would be used in a game, or a sprite to be used in a 2D game?
12/01/2009 (11:50 am)
Sorry, you should probably resize it to about 640x480 for a better view.And curious, is this a render of a shop that would be used in a game, or a sprite to be used in a 2D game?
#4
Oh my god, to about 640x480? That's just too much...
Maybe I'll make a new one instead tomorrow :)
12/01/2009 (12:03 pm)
2d sprite :POh my god, to about 640x480? That's just too much...
Maybe I'll make a new one instead tomorrow :)
#5
If I would have seen this ingame I don't think I would've been able to tell what it is. Even the bigger version looks like a bathroom after a massacre. Sorry, I can't tell if it is "commercial quality" since it basically lacks any relation.
(It's not supposed to sound as negative as it does. :) )
12/01/2009 (1:49 pm)
I wonder what this would be used for. "Retro style" doesn't mean you can just put pictures that small in a game and expect it to be clear. If I would have seen this ingame I don't think I would've been able to tell what it is. Even the bigger version looks like a bathroom after a massacre. Sorry, I can't tell if it is "commercial quality" since it basically lacks any relation.
(It's not supposed to sound as negative as it does. :) )
#6
Remember that are should be big, proud and loud. If it receeds back into the crowd for any reason you haven't done your job right. So be proud of your work and show it off so that people can enjoy, don't be afraid to show off your talents.
12/01/2009 (2:42 pm)
Really 640x480 should be the bare minimum you should make your art for. Remember that are should be big, proud and loud. If it receeds back into the crowd for any reason you haven't done your job right. So be proud of your work and show it off so that people can enjoy, don't be afraid to show off your talents.
#7
Make it big, then it can be scaled down without hurthing the quality.
removed image
Resized to 640 X 320 for you. (just right click and save if you want it)
12/01/2009 (7:58 pm)
It looks ok. The problem is stretching when it's resized. Make it big, then it can be scaled down without hurthing the quality.
removed image
Resized to 640 X 320 for you. (just right click and save if you want it)
#8
Can't comment on the pic itself, since I'm a composer... ;)
12/02/2009 (3:08 am)
If you actually worked on such a small image and someone else had to resize it in such an ugly mannter to reach 640x320, this probably means that you're not most likely ready for a commercial game. Can't comment on the pic itself, since I'm a composer... ;)
#9

OK! The final resize. 612x306 is quite big :)
@Mike Rowley Resizing needs more work than only making it bigger, in my opinion.
@John Slater Well sorry for my bad English. As you may noticed I'm not from America nor Great Britain. I meant by saying retro style that you take a small image, scale it about to 200% or 300% to make the pixels more visible. Well that's what I've seen in my childhoods played games :)
Edit:
Stupid me, I forgot to mention that this shop is only one piece of the whole building. That's why it does not have a roof or something like that. You know, the city centre's shops.
12/02/2009 (5:43 am)

OK! The final resize. 612x306 is quite big :)
@Mike Rowley Resizing needs more work than only making it bigger, in my opinion.
@John Slater Well sorry for my bad English. As you may noticed I'm not from America nor Great Britain. I meant by saying retro style that you take a small image, scale it about to 200% or 300% to make the pixels more visible. Well that's what I've seen in my childhoods played games :)
Edit:
Stupid me, I forgot to mention that this shop is only one piece of the whole building. That's why it does not have a roof or something like that. You know, the city centre's shops.
#10
I don't know of anything that would come to mind now, where they scaled small images up with the purpose of making the pixels more visible, maybe I got you wrong there.
I'm sorry but I still can't make out whats supposed to be what on your picture. It looks like its made with some textures in Photoshop.
12/02/2009 (7:24 am)
Well no, thats not what they did back in the day. I think you may be talking about pixel graphics, but those weren't just drawn pictures that were scaled up to 300% to make the pixels more visible. Those were actually made pixel by pixel.I don't know of anything that would come to mind now, where they scaled small images up with the purpose of making the pixels more visible, maybe I got you wrong there.
I'm sorry but I still can't make out whats supposed to be what on your picture. It looks like its made with some textures in Photoshop.
#11
I think I should make vector graphics instead of photo-realistic, because I don't quite understand how to do everything... Well bye-bye Photoshop trial and hello Illustrator trial :)
Oh and by the way, how to inform the moderators that this thread is no longer needed and can be deleted?
12/02/2009 (1:19 pm)
No, I'm from Lithuania :)I think I should make vector graphics instead of photo-realistic, because I don't quite understand how to do everything... Well bye-bye Photoshop trial and hello Illustrator trial :)
Oh and by the way, how to inform the moderators that this thread is no longer needed and can be deleted?
#12
12/03/2009 (5:01 am)
On a forum, you usually don't delete threads. That would kind of defeat the purpose.
#13
I see what you're going for, and I understand why you would think that's how they did the graphics for games when you were growing up. It actually probably was more of a result of the systems having a low bit depth that didnt' display all of the colors properly.
As far as tips go for making art, which you are off to a good start at.
1. I typically make my art atleast twice as big as what I want the end result to be, this lets you work big and gets everything visible, no super small details to strain to see this way.
2. The shadowing in the above pictures is a bit too dark, I can see what you are going for, but I think you're losing a bit of visibility with so many shadows., especially where the door is concerned.
3. Pertaining shadows keep in mind, especially since it's a 2D game and all the shadows are drawn in the artwork, keep in mind the direction of all your shadows, each light source casts shadows in 1 direction, unless there's some weird reflection stuff going on.
4. You said you were using trials, so I'm assuming you are new to the programs. This little tidbit will save you lots of time and headache, as I didn't keep this rule when I started. Everything you do to the picture in an adobe program, make it a new layer, ctrl+z only works so many times in those programs.
5. Make it BIG.
12/03/2009 (10:40 am)
Aistis,I see what you're going for, and I understand why you would think that's how they did the graphics for games when you were growing up. It actually probably was more of a result of the systems having a low bit depth that didnt' display all of the colors properly.
As far as tips go for making art, which you are off to a good start at.
1. I typically make my art atleast twice as big as what I want the end result to be, this lets you work big and gets everything visible, no super small details to strain to see this way.
2. The shadowing in the above pictures is a bit too dark, I can see what you are going for, but I think you're losing a bit of visibility with so many shadows., especially where the door is concerned.
3. Pertaining shadows keep in mind, especially since it's a 2D game and all the shadows are drawn in the artwork, keep in mind the direction of all your shadows, each light source casts shadows in 1 direction, unless there's some weird reflection stuff going on.
4. You said you were using trials, so I'm assuming you are new to the programs. This little tidbit will save you lots of time and headache, as I didn't keep this rule when I started. Everything you do to the picture in an adobe program, make it a new layer, ctrl+z only works so many times in those programs.
5. Make it BIG.
#14
Hm, I think I'll make a Vector image and upload it here too. But the trial is still downloading :P
12/04/2009 (4:42 am)
"5. Make it BIG" This works for everything in our world :)Hm, I think I'll make a Vector image and upload it here too. But the trial is still downloading :P
#15
12/05/2009 (12:51 am)
I'd stick with raster based images much less of a headache. Use vector images for logos and t-shirt designs and billboard layouts.
#16
But I do think that it needs to lighten up a little and perhaps be closer to the colour of the shop before the zombies i.e greys and light bluesor whatever you have in mind.
12/07/2009 (5:49 pm)
I think that your pic looked good, I can't make them like that :)But I do think that it needs to lighten up a little and perhaps be closer to the colour of the shop before the zombies i.e greys and light bluesor whatever you have in mind.
John Slater