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M.E.
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Quote M.E. Replybullet Topic: The Woodies
    Posted: 10 April 2007 at 6:11am
Hello All,

Some wood is required in the game I'm making.

There is a tree that can be made into two pushable
wood blocks. The blocks need to be pushable so
the sides of the block needs to reach the outer
edges of the tile.
The tree isn't supposed to be filling up the top of
the tile as you need to see what is behind the
tree. (Water hole and/or regular hole)

Those limitations makes it a bit difficult to
make believable sized objects.
The game is a puzzle/adventure game and
the player needs objects to make their way through
a maze.

I believe you need this little background
to understand why the objects are of this
size and what my difficulty is whith making
(all these) objects.

Enough talk, here is what I've done so far:



And the tree they come from:


Any comment (size/color/structure) will be highly appreciated.

Kind regards from

M.E.


Edit: Maybe a tree top down view that looks larger ?




Edited by M.E. - 10 April 2007 at 10:53am
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Metaru
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Quote Metaru Replybullet Posted: 10 April 2007 at 6:19pm
the best i could  say is use photo references of trees, since the last edit you made looks like a ballon rather than a tree.
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M.E.
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Quote M.E. Replybullet Posted: 10 April 2007 at 10:45pm
Hello Metaru,

Sure, photo references are always very good. But you have
to find one first that meets the criteria that I have been
writing about.

Do you have a suggestion about the different sized objects?
So that I can do a search with those suggestions and try to
find reasonable photo references to start with?


The edit was made in the post, the 'old' tree is still there!
I was hoping that the new tree would satisfy the believability
of the object. In case it would, I surely will make it look more
like a tree. But it never tries to attempt different approaches
and ask if I'm on the right track.

Thanks in advance for a more hintfull road to follow.

Best regards from

M.E.

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jalonso
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Quote jalonso Replybullet Posted: 11 April 2007 at 4:55pm
I understand what you mean by scale differences not being too important here. That said the tree stump is good especially the next to last frame (tall with crack and edges.) The tree I don't like much in size, scale and look. Maybe on the grass it will look better since you'll get the visual of a tree yet blend in...maybe a reddish leaved tree could work too...sorry, don't like the tree based on all the other elements we've gone through (yes it feels like my game  )
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Quote M.E. Replybullet Posted: 11 April 2007 at 11:20pm
Hello Jalonso,

Again, thank you very much for your comments.
You will be credited in MY game !!!

I left the most difficult objects for last so that I could get
a little hands-on experience with pixels.
Since I still cannot find a good reference I'm thinking
of using clay to make my own tree and photograph it
from the angle that I would need.
Do you think that this is a wise approach? Or should I
only look at nature?

Kind regards from

M.E.



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jalonso
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Quote jalonso Replybullet Posted: 12 April 2007 at 6:48am
I model obeject on accasion and its very helpful. Even very rough ones give you the look and line base.
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Metaru
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Quote Metaru Replybullet Posted: 12 April 2007 at 10:07pm

maybe this could be a reference?   
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M.E.
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Quote M.E. Replybullet Posted: 13 April 2007 at 1:50pm
@Metaru:

Thank you for your efforts to search for a tree from above.
I was rather hoping you could find a real one. It is always
better to draw from nature as it is to some other persons
view on a tree.
I've scaled the tree you found and it didn't really work.
Just as my own work didn't work.

@Jalonso:

These are my attempts to model a tree. Very rough
indeed as to just catch the form and size:


2:

3:

4:


I thought nr3 looked ok, but was a little bit small. So I
enlarged it:

(5)


What do you think? Has this the right proportions?


Thanks in advanced to anybody who is so nice
to help me with this!

Kind regards from

M.E.




Edited by M.E. - 13 April 2007 at 1:51pm
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jalonso
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Quote jalonso Replybullet Posted: 13 April 2007 at 2:41pm
The first example is aesthetically (sp) the best. I find the scale disturbing but understand wher you come from. Have you played with a tree as seen from above same perspective as the bushes?


E:reworded incoherent thought.


Edited by jalonso - 13 April 2007 at 6:14pm
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Metaru
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Quote Metaru Replybullet Posted: 13 April 2007 at 6:53pm
i second jalonso. the first one is the best.

btw, i have a kuestion(or maybe 3): are those trees just objects of the scenary, or they can be used in some way? and are they bigger than stones?

i just remembered the tree sprites that appear in The Legend of zelda: A Link to the Past and see they 're trees seen from above. i know they're a bit cartoonish, and you want to use rea tres as a reference, but who knows? maybe those would give you an idea.
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Quote M.E. Replybullet Posted: 13 April 2007 at 11:49pm
Hello Jalonso/Metaru,

Again and again I keep thanking you! What a nice community!

I thought the fourth one matched the angle that I was using
on the stones and bushes. But the tree looked very small
with that view.

@Metaru:
The trees can be chopped up into two trunk objects.
Two trunks are piled upon eachother and when
the player pushes it it will devide into two pushable
trunks. The tree is about the same height as the
large stone because the same character can push
it. The trunk is a fat one since it needs to be side-
pushable. The height of the trunk is about the same
height as the character that pushes the trunk.

I've looked at the trees from zelda and they are
more of an angle as the second tree that I
clayed which is  too  'high' if you know what I mean.
I have a more side-view.

I'm at the code at the moment to find out if I
can use a larger form in the game without
destroying the activation methods.

Best regards from

M.E.
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Quote M.E. Replybullet Posted: 15 April 2007 at 1:53am
Hello All,

After reworking on the code I now have the ability
to make an object with more tiles.
This will require some knowledge on the level maker
as you can't walk 'behind' the base of the tree anymore.
So it has to be surrounded by bushes or something else
to make that way unpassable.

The tree is very rough at the moment and it has the
clay structure on it primarily.
Still not satisfied with the angle, so I will need to
photograph some more.
But I do like that the trunk appears much thicker
which makes it more believable that it will become
the parted trunk that you seen on the left.

What do you think?



Best regards from


M.E.
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jalonso
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Quote jalonso Replybullet Posted: 15 April 2007 at 7:13am
if you can go bigger why not go plaxonometric with the tree using the same forced perspective as the bushes. It will cover the unpassable area and appear 'grounded'

See the little tree by the bridge...again with the Doppleganger references, lol
A square tree that fills out space by inkspot.
Here's another tree...you can search the PJ gallery to see more, enter 'tree' duh

E:typos


Edited by jalonso - 15 April 2007 at 7:13am
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Quote M.E. Replybullet Posted: 15 April 2007 at 11:04pm
Hello Jalonso,

Thanks for the references. They look promising.
I will keep searching for 'real' trees as well.

Can you explain what you mean with plaxonometric?
Is it a kind of isometric view with a different angle?
I did use google to search for this term but ended up
here in pixeljoint where you used it as a reply to
some kind of isometric viewed cube that has a bit
of a different angle than I've seen with other isometric
pieces.

Best regards from

M.E.


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Quote jalonso Replybullet Posted: 16 April 2007 at 4:35am
OMG, there's a google word that leads only to me 

I did not invent it (duh) but here's a brief. Plaxo is a form of isometric drawing (both come from architectural drawings originally). Isometric is based on 26.565 degree grid, plaxo is 45 degree based. Your hedges appear to be plaxo.
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Quote PixelSnader Replybullet Posted: 16 April 2007 at 4:48am
planometric?
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Quote jalonso Replybullet Posted: 16 April 2007 at 5:03am
Not exactly, this link has some explanations. Plaxonometric is used in games and I know I did not mispell it or make it up. I know I've discussed it with flaber who's an uber technocrat, surely he would have called me an idiot if I made it up...even if I am an idiot...anyhoo back to the topic ;)
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Quote PixelSnader Replybullet Posted: 16 April 2007 at 5:15am

oh. you mean AXOnometric, not PLAXOnometric

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Quote M.E. Replybullet Posted: 16 April 2007 at 5:44am
Hello Snader & Jalonso,

Thank you for your discussions. I really enjoy reading them!

Using these words I've come up with a google search that

has  a bit of information on it:

"Axonometric or planometric as it is sometimes known is a method of drawing a plan view with a third dimension. It is used by interior designers, architects and landscape gardeners.

Axonometric works by drawing a plan view at a 45 degree angle with the depth added vertically. All lengths are drawn as their true lengths unlike when you use oblique. This gives the impression that you are viewing the objects from above. One advantage of axonometric is that circles drawn on the top faces of objects can be drawn as a normal circle.

" source: http:////ider.herts.ac.uk/school/courseware/graphics/Axonometric.html

When making the rock and the hedge I wasn't even aware that there
were different kind of projection methods.
I wanted to have overlapping objects in my game so when the player
moved in front of another object it will be obscured by the player.
It felt way more dynamic then using objects that don't overlap.

Not sure if I'm supposed to follow the axonometric or planometric view
while making my objects?!
I agree that it would help if I stick with one kind of projection for
all objects / characters etc..

As far as I understood I'm not using either isometric or axonometric/planometric views. I will look into this further
so maybe I will find another view that matches what
I'm looking for.


Kind regards from

M.E.




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Quote M.E. Replybullet Posted: 16 April 2007 at 1:04pm
Hello All,

Did not find a projection view that would fit the kind of
tiles I'm working with. Well, never mind.
I used a webcam to take some photographs from the objects
and I have now setup an angle that I'm currently
comfortable with.

How about the DIMENSIONS of the tree at the moment. Of
course it will need a lot of work which is fine, but I want
to know if I'm on the right track before putting in too
much detail.



The difference between the pushable trunk and the
trunk of the tree is not that great anymore. So it makes
more believable. At least that is what I think.

What are your thoughts?


Best regards from

M.E.
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jalonso
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Quote jalonso Replybullet Posted: 16 April 2007 at 2:49pm
I agree on the base/stump similarity, good decision. The canopy however...eek...to ball-ish.
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Quote Metaru Replybullet Posted: 16 April 2007 at 5:17pm
sorry for the off topic, but we need a glossary here in Pj.
 
i would use a cloud-ish canopy for the tree.
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Quote M.E. Replybullet Posted: 17 April 2007 at 4:42am
Hello All,

The thing I was looking before were the dimensions. As
you both seem to agree on this I wend on with the detailed.

Here is the canopy / tree top animation of my steps:



This is the mockup with the last version of this:



I didn't like that it looked as if the top of the
tree was arching towards you so I moved
things a bit.

This is the last version:




What do you all think of this?


Best regards from

M.E.
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Quote jalonso Replybullet Posted: 17 April 2007 at 5:14am
You're almost there. The outline of the canopy is too clean. A more random and disorderly edge treatment will really be best. Maybe a hint of a branch here and there. The edge of the hedge in the vertical side right next to the tree in your mockup has the right blend into the grass. The tree could use some of that. Darken the base of the canopy considerably too to emphasixe the shape of things.

I hope not to sound bossy...anything I say is my opinion for you to use or ignore, of course.
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Quote M.E. Replybullet Posted: 17 April 2007 at 9:29am
Hi Jalonso,

Please, please be as bossy as you can! I sincerely
admire and appreciate the very good comments
and critiques on my work.

Hope I used your advices a bit in the latest version:




Should I darken the canopy even more?

I will attempt it later on, and if anybody has any more comments
I like to hear them!

Best regards from

M.E.
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Quote jalonso Replybullet Posted: 17 April 2007 at 9:32am
A little more darkening on the underside of the canopy where it meets the truck and off to the left some. I'm trying to say more 3D depth to it. The little branches here and there are just right.
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Quote M.E. Replybullet Posted: 17 April 2007 at 10:43am
This time a more darker version:



Do I need to darken it more drastic?


Best regards from

M.E.
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jalonso
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Quote jalonso Replybullet Posted: 17 April 2007 at 11:10am
Better, but I would go with much higher contrast...ask if you wish an edit.
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Quote M.E. Replybullet Posted: 17 April 2007 at 12:04pm
Like this?



Of course you may edit but you have a lot of work todo for
your cd-cover.
When I searched the joint I found a tree made by you that
looked awesome! Unfortunately the WIP pictures are not
in the thread anymore. Probably due to storage limitations on your
hosting site?!
My tree is different anyhow but it would be cool to see the
different stages of your treehouse!

Kind regards from

M.E.
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Quote jalonso Replybullet Posted: 17 April 2007 at 12:38pm
lol, I like my imagehost to be clean so I dump often. Here's my way in a few steps.
Make a clump of thhee leaves, one colored dark, one colored med and one colored light. Then sculp a tree using those three clumps, then add a branch here and there to connect stuff and then lastly diversify the edges so that the 'clumps are not so 'cut-n-paste' <--(thx Dopple)
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Quote Metaru Replybullet Posted: 20 April 2007 at 11:52am
i felt ashamed for not being able to add any useful comment. jalonso knows-it-all! xD
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Quote M.E. Replybullet Posted: 20 April 2007 at 10:59pm
Hello Metaru,

Don't feel ashamed. You have been so kind to provide me
with some hints as well. At the moment I'm working on the
animation of the characters. I'm sure you have plenty
to comment on them

Best regards from

M.E.
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Quote jalonso Replybullet Posted: 21 April 2007 at 7:06am
Metaru, c+c here and in any other thread freely and without shame. With this project I've been wordy often because M.E. is interested in our opinions, uses our comments to improve his game, updates often, explains himself when asking, declines certain things without an attitude, etc. It's certainly not because I'm a know it all...this will be proven with the sprites, lol.
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