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The Official Quest Screenshot Critique Thread


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#6091 Tree

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Posted 14 February 2015 - 04:44 PM

RJ2p320.png

Thought I should check if there is anything I might wanna change in the screenshot.

I'm getting a HUGE Coral Capers vibe from this. Very simple, yet effective. 


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#6092 coolgamer012345

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Posted 14 February 2015 - 05:05 PM

pnktF6Q.png

I added in some sand for around objects, and I also updated the palette some to be more blue.


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#6093 Avaro

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Posted 14 February 2015 - 05:11 PM

pnktF6Q.png
I added in some sand for around objects, and I also updated the palette some to be more blue.

Looks great! Now with the varied sand it is a much nicer screen.

#6094 David

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Posted 14 February 2015 - 05:13 PM

Great job with the varied sand; it makes the screen even better. You see, it's the smallest details that like these that differentiates the incredible screens and the good screens and now, I can categorize your screen as an incredible screen. :)



#6095 DragonDePlatino

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Posted 14 February 2015 - 05:15 PM

I dunno, Coolgamer012345...I think the tiling and design of the screenshot itself is pretty good, but the detailed water texture over everything lends a really busy look to it. Have you experimented with any different water overlays? How about a simpler 32x32 water texture like the water in Wind Waker? Or a solid color? Or a solid color with some 16x16 shining water tiles scattered throughout?



#6096 coolgamer012345

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Posted 14 February 2015 - 05:29 PM

How about a simpler 32x32 water texture

The tile texture that's above everything is made of just a 1x1 tile used over and over again.. unless that is what you are implying is looking bad.

I have tried a few other textures, and found that they don't really look better. A simple plain color doesn't seem to imply that it is underwater enough (pf course it still looks underwater-ey, because the coral and blue-ness of everything)

The GB water tile that looks like

_____

|  _  _ |

| _  _  |

|  _  _ |

Doesn't look under-watery enough (Similar problem with a plain tile, except not as bad)

and the other water that looks kinda like:

____

|_.._..|

|.._.._|

|_.._..|

Looks too.. 'fake'? You can easily see the lines of water and it doesn't really blend for the tiles above and below it. The tile I am using currently, seems to have solved the problem:

______

|_=_=_|

|=_=_=|

|_=_=_|

 

(Hopefully the site didn't butcher the ASCii of the tiles I was using >_>)

 

Also do note that the water tiles are animated in-game, so they may look better in ZC rather than just a 1 frame screenshot.


Edited by Coolgamer012345, 14 February 2015 - 05:32 PM.


#6097 Shane

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Posted 14 February 2015 - 05:51 PM

Hey Coolgamer, you could just removed the water overlay and make a palette similar to the one seen in Oracle of Ages. Then you could just use the Dmap settings for the wave effects.



#6098 coolgamer012345

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Posted 14 February 2015 - 05:55 PM

Well, just realized that one of the main uses for a water overlay would also so that Link/Sprites/Enemies/etc would also be blue-ish. Though I could use a solid color texture and then use a wave effect over that.

 

 

Though I don't know how nice that would look for SotW >_>.

 

Edit: well, it seems to work... for ZC. If you try to take a screenshot with the wave effect active, it just shows you a normal screenshot of the screen.


Edited by Coolgamer012345, 14 February 2015 - 06:00 PM.


#6099 DragonDePlatino

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Posted 14 February 2015 - 06:20 PM

Coolgamer012345, by "simpler 32x32 water texture like the water in Wind Waker", I meant something that tiles across a 32x32 area. Your current texture has a lot of very tiny details that clutter up your screen. Something like this might work instead, if you could turn this into a 32x32 tile:

 

water.png

 

The upper-left 64x64 part of this image already seamlessly tiles, so that shouldn't be an issue.


Edited by DragonDePlatino, 14 February 2015 - 06:21 PM.


#6100 coolgamer012345

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Posted 14 February 2015 - 07:28 PM

So, I tried that!

 

 

This is what I got:

6u42ywb.png

:/

 

Here is a version with just a plain, non-textured water overlay:

fI7Q10k.png


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#6101 Shane

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Posted 14 February 2015 - 07:30 PM

6u42ywb.png

 

You are on the right path! Make the white lines a tad darker so they blend more.



#6102 David

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Posted 14 February 2015 - 07:38 PM

Oh, that water actually looks really neat, coolgamer! I also think you are on the right path but I think that taking Shane's suggestion will help it even further. :)


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#6103 DragonDePlatino

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Posted 14 February 2015 - 07:48 PM

Yeah, man! You're really close! Try playing with the contrast of this edited 32x32 tile until get you a result like this:

 

wind_waker_waves_by_dragondeplatino-d8i1


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#6104 coolgamer012345

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Posted 14 February 2015 - 08:08 PM

How is this?:

DXsKiQA.png

I made the tiles a bit more visible than the ones in your version of the overlay, as in that one it was almost impossible to see it.
By the way, any clue how I can get the.. 'dark green' looking corals to not be so green in the transparency? Without the blue water layer, it is blue...

 

Edit:

Oh hey I updated it:

dslYwNt.png

You can see the water overlay a bit better when it's up close. Still dunno how to fix the Blue coral being green issue still, though. Also the overlay seems more transparent than yours now lel.


Edited by Coolgamer012345, 14 February 2015 - 09:03 PM.

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#6105 Omega

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Posted 14 February 2015 - 09:12 PM

Just got done with this screen, a lot of FFCs placed in this one.

 

 

JDHS2ld.png

 

 

 


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