The Official Quest Screenshot Critique Thread
#4291
Posted 26 February 2013 - 02:27 AM
#4292
Posted 26 February 2013 - 02:59 AM

I guess a sort of summer look and of course, winter. Still working on adjusting winter's colors, guess I really only need to worry about the reds, though.
#4293
Posted 26 February 2013 - 11:17 AM
#4294
Posted 26 February 2013 - 11:41 AM
Experimenting a bit more with palettes and c-sets and all that fun jazz.

I guess a sort of summer look and of course, winter. Still working on adjusting winter's colors, guess I really only need to worry about the reds, though.
Hnnnnnggg...
A simple, yet amazingly detailed shot with beautiful palettes. The vast colors really give depth to the original 8-bit scheme of the GB Zelda games. Love it love it love it!
#4295
Posted 26 February 2013 - 02:06 PM

I guess a sort of summer look and of course, winter. Still working on adjusting winter's colors, guess I really only need to worry about the reds, though.
Yummy. Really diggin' the palettes. The design of the screen is nice too.
#4296
Posted 26 February 2013 - 02:28 PM
#4297
Posted 26 February 2013 - 03:22 PM

(Also trying to figure out why Link's tunic turned yellow, when it should be red; in the autumn palette O_o)
#4298
Posted 26 February 2013 - 03:36 PM
The colors from my recent work might help:
#4299
Posted 27 February 2013 - 12:13 AM
#4300
Posted 27 February 2013 - 06:40 AM
#4301
Posted 27 February 2013 - 11:19 AM
#4302
Posted 27 February 2013 - 03:28 PM
Anthus, your screens are wonderful! I already said this, but you make classic look so great! When is your quest finished?
Thanks
Those are totally sick.
One critique about the orange sandy path in the couple overworld screenshots: it'd look better if you made the edges of the path blend with the (normal-colored) white sand, instead of the sudden cut-off from white to orange, it'd blur a little on the border and look like an actual road instead of just a zigzaggy stripe. You know what I'm talking about? It's sorta like what the GameBoy graphics do when they're transitioning from green (grassy) ground to white ground.
I agree with what you are saying here, but I think adding another shade between the yellow and orange would break the NES effect. I actually kinda threw those down as the oh-so-famous "placeholder". In my other Classic releated project, I kinda sorta blended it with the grass (or in this case, other dirt) by placing some green pixels on the edges. I am considering editing the palettes just slightly to change the yellow ground to a shade of green, but still have the yellow in the mountain tiles, and then maybe make regular dirt tiles.
@Anthus: Nice screens, some of those look hilariously cool. Like the purple screens, the ice mountains and those lava mountains!
Thanks
Sorry for showing off the same screen over and over- this'll be the last time, I swear. Been working on the other two seasons since I got home today. Just comments on how the colors are is all I need.

(Also trying to figure out why Link's tunic turned yellow, when it should be red; in the autumn palette O_o)
I love the fall, and winter palettes. The summer and spring ones are nice on their own, but I think they look too close. In OoS they were similar, but I think it is harder to effectively change seasons in ZC cause in OoS objects and terrain change with seasons which does a lot for detail and style, but in ZC you are left with palette swapping, or drawing alternate maps. The spring one is actually pretty solid, and the colors work well. I'd recommend adding in some some kinda yellow-green drier tones for summer
Edited by Anthus, 27 February 2013 - 03:31 PM.
#4303
Posted 27 February 2013 - 04:05 PM
I think the problem is more towards the inconsistency of the look when compared to the individual blades you find here in there in the shot... Maybe if they were designed in the same way it would look better.
It's okay, they are fine.
#4304
Posted 27 February 2013 - 04:30 PM
I love the fall, and winter palettes. The summer and spring ones are nice on their own, but I think they look too close. In OoS they were similar, but I think it is harder to effectively change seasons in ZC cause in OoS objects and terrain change with seasons which does a lot for detail and style, but in ZC you are left with palette swapping, or drawing alternate maps. The spring one is actually pretty solid, and the colors work well. I'd recommend adding in some some kinda yellow-green drier tones for summer
Well, I'm not going for an OoS styled quest (or remake), but just trying to get the different palettes established. Although if I did something OoS-esque, it'd be limited to a small part of the quest. I'm building this as a tileset before a quest, even though Ordon Road is an actual location in it. I spoiled another name somewhere, where an earlier version of this shot was posted.
In other news, making forest and graveyard palettes is tricky stuff.
#4305
Posted 27 February 2013 - 06:34 PM

And so it begins.
OMG I POSTED A SCREENSHOT!
I think the scripted animation makes this scene look more lively, but the floor seems somewhat under-detailed. Any ideas?
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