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vFoggy

Attempts to Parallax

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I've been trying myself on doing some parallax mapping (only shops).

So I made 3 shops but I still have the feeling that they are "empty" or something like that (in comparison to some other that I have checked/seen).

I'd like to hear your opinions on these. Any suggestions are welcome or event comments or whatever.

 

 

Item Shop:

i41lKC.jpg

 

 

 

General Shop:

Pbihf0.jpg

 

 

 

Weapon Shop:

mbUwkP.jpg

 

 

 

Library:

Library2_zpsa87cee90.png

 

 

 

 

 

 

P.S. : You can move below the "ceiling" on the bottom side of the shops

Thanks in advance.

Edited by vFoggy
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The second one doesn't feel empty! It looks very crammed and homely which I like and the first and third might just need people in them. x) They all look well done. But the use of what I think are icons gives a sort of b grade feel. But still I like your use of placement with them. :)

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These look amazing, very well made.

 

the only problem i see is the middle one there is a purple bag on the desk at the top that sticks out from the rest of the rooms design.

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The second one doesn't feel empty! It looks very crammed and homely which I like and the first and third might just need people in them. x) They all look well done. But the use of what I think are icons gives a sort of b grade feel. But still I like your use of placement with them. :)

You are right, most of the items are from an icon set. The default tilesets have a limited amount of items someone can use so I had to use some from the icon set.

 

 

These look amazing, very well made.

 

the only problem i see is the middle one there is a purple bag on the desk at the top that sticks out from the rest of the rooms design.

I agree. I will try to find a way to make it stick out less.

Edited by vFoggy

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You're off to a nice start with parallaxing the interiors~ :) One thing I would be careful is when you zoom in on certain icons, because it creates that unintentional blur that clashes with every other item in the store that have a sharp look. The 3rd store you have different icons with different outlines (so different designs) that sticks out with the default tileset. But that is fairly minor in my book.

 

Since it is you first(?) attempt, I won't hold people for that~ xD You have the idea and concept right so far. Good work and I look forward to seeing more~ :3

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You're off to a nice start with parallaxing the interiors~ :) One thing I would be careful is when you zoom in on certain icons, because it creates that unintentional blur that clashes with every other item in the store that have a sharp look. The 3rd store you have different icons with different outlines (so different designs) that sticks out with the default tileset. But that is fairly minor in my book.

 

Since it is you first(?) attempt, I won't hold people for that~ xD You have the idea and concept right so far. Good work and I look forward to seeing more~ :3

 

I see. I try not to blur the icons with a zoom in, most of them got blurred after the rotation I did on them.

I will keep that in mind.

 

 

I will post more later on.

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I updated my post with another Interior parallax map I made.

Again, any feedback is appreciated and even suggestions for other (interior) maps for me to practice.

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The last one is good, except for the entrance area which looks a bit empty: maybe some plants in each corner could be welcome. Or maybe you could simply reduce the interval between the south/entrance wall and the carpet.

 

As for the other maps, main problem is the one often found in maps by beginners: too much room and empty space, particularly for the first and the third map; a simple way to fix such issue is to use a smaller base size right at the beginning: begin by populating your room from the center and then add items on the sides and/or against the walls – if needed, push them: that's a liberty that mapping allows contrarily to real life, so use and abuse it...  ^^

 

Also, the different walls look very straight which tends to look monotonous: break them in adding recesses or furnitures (like you did in the third map, behind the desk); on this point, the overall shape of the second map is the best looking.

 

Oh, and don't forget that you can use wider entrances for your shop: some of them have two clappers door.

 

Keep up the good work!  :)

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The last one is good, except for the entrance area which looks a bit empty: maybe some plants in each corner could be welcome. Or maybe you could simply reduce the interval between the south/entrance wall and the carpet.

 

As for the other maps, main problem is the one often found in maps by beginners: too much room and empty space, particularly for the first and the third map; a simple way to fix such issue is to use a smaller base size right at the beginning: begin by populating your room from the center and then add items on the sides and/or against the walls – if needed, push them: that's a liberty that mapping allows contrarily to real life, so use and abuse it...  ^^

 

Also, the different walls look very straight which tends to look monotonous: break them in adding recesses or furnitures (like you did in the third map, behind the desk); on this point, the overall shape of the second map is the best looking.

 

Oh, and don't forget that you can use wider entrances for your shop: some of them have two clappers door.

 

Keep up the good work!  :)

 

Thank you for your reply and advices. I will keep everything in mind for the next one.

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