Devlog #9
[previewyoutube][/previewyoutube]
Hello guys!
If you are interested in the essence and pretty pictures, you can skip the introduction, we will not be offended;)
When you think about who makes games, the first thing that comes to mind is the programmer and graphic designer, in the second wave, perhaps we will consider sound or music. Designers will be mentioned much less frequently, and even less frequently individual specialties. In this article, let's take a look at what is meant by the concept of graphics.
There are people responsible for three-dimensional graphics. And these are the people who make the models, but the models can be modeled by hand or carved. A graphic designer may specialize in creating elements of the environment, characters, or animals. Another person may be responsible for creating the character's skeleton, and another for the animation. Yet another one may create textures, someone may be responsible for the hairstyles. As you can see, there is a lot of it, and that's still not all. Moving from textures to more two-dimensional elements, we deal, just like in 3d, with cartoonists of characters, surroundings, or animators. We can divide 2d creators into interface designers, concept artists, or people creating details on levels.
It's hard to get closer to everything at once, so this time we will focus on one very specific person - an illustrator, and more specifically this special case of an illustrator who creates frames for fictional scenes.
[h3]Technical[/h3]
The first stage of work on an illustration is technical details, i.e. all requirements that an illustration must meet. First, you need to know what you want to draw. Thank you goodnight. But seriously, it is a question of where a given illustration is to be used. In our case, these are fictional scenes, but they could be, for example, character portraits, conceptual graphics of an item or location, which will then be modeled.
The basis of the graphics that will be used in the game is, among other things, its size.

This extremely colorful graphic defines the most popular screen resolutions. Turquoise until 21: 9, pink is 16: 9, green is 16:10 and yellow is 4: 3. On the other hand, white is the common part that will be visible regardless of what screen you have. This is especially important in terms of the arrangement of significant elements. We cannot put the face of the character speaking on the turquoise field because it will be invisible to some players playing at a different resolution.
Before drawing an illustration as it was written before, you need to know what you want to draw. An example of a room description looks like this: Shield System control room. Huge Bed - Exposed (the covers are on the sides of the bed, when activated, they cover the figure lying on top of it so that only its face is visible - like a sarcophagus). Walls full of monitors and indications, one door. In addition to what is to be in the photo, it is important to know how the camera should be positioned. For this frame it is a complete set, you can see the characters from the side, the shot at the door.
Now defining the character and climate. First, Split is a cyberpunk game. Big corporations, not that far future, lots of glowing billboards, huge spaces, and omnipresent electronics and robots. Everything is a bit dark, cool, bathed in blue fog and glow, highlighted with neon lights and wires.
[h3]Crafts and arts[/h3]


Starting from the earlier colors, it is advisable to divide the frame by marking auxiliary lines taking into account different screen proportions. Yes, just to make things easier. At this stage, the main color theme from which the frame will be created is also determined.

The next step is to give the location a simple outline. In this case, it is a room, so it is important to mark the walls, entrances of all kinds of bends. At this stage, it is also determined how the perspective will unfold. When you look closely, you can see that what is at the back of the picture converges to the center, and thus the observer of the scene is in the center of the room.

In the next stage, the outline of light and shadows as well as the contours of characteristic elements on the stage, such as an armchair, are created, which will be a key part of the stage.

When the individual shadows are selected, the main light point is added. Light spots and basic shadows in the direction of its incidence are painted.

After the first few smears of dark spots, it's time to deepen the shadows. Making them smoother.

The next step is texturing. But where to get textures?

The basis for interesting-looking elements is this strange-looking texture. This texture is a mix of architectural elements enriched with noise and dirt. Something like a collage. By using the proper opacity and masking function, the illustration gains depth and looks more realistic.

The formula was created on the basis of reference photos of integrated circuits. The geometric form gives the elements a mechanical character and thickens the compositions.

Cardboard created on the basis of the first, repeatedly mixed in order to obtain a new, geometric pattern that will affect the final effect by selecting the appropriate method of covering.

The previously shown textures are mixed with the color of the wall and the details are sanded down in detail. The easiest way to start is from the surfaces facing the player.

When everything that is flat and in front of your eyes has all the details, it's time to focus on the details that are at a certain angle.



The next steps involve the application of individual details such as wires or gloss. Additional lights and shadows are added, as well as details such as texture on the walls or lamps.


Now we leave the background drawing and add the main color theme of the scene. The light that gives the atmosphere and expression to the scene comes from two points. One of the light sources is behind the open door, while the other is the glare of the central monitor.
We would also like to invite everyone to our Discord where we will be happy to answer all your questions about the current work - DISCORD
Hello guys!
If you are interested in the essence and pretty pictures, you can skip the introduction, we will not be offended;)
When you think about who makes games, the first thing that comes to mind is the programmer and graphic designer, in the second wave, perhaps we will consider sound or music. Designers will be mentioned much less frequently, and even less frequently individual specialties. In this article, let's take a look at what is meant by the concept of graphics.
There are people responsible for three-dimensional graphics. And these are the people who make the models, but the models can be modeled by hand or carved. A graphic designer may specialize in creating elements of the environment, characters, or animals. Another person may be responsible for creating the character's skeleton, and another for the animation. Yet another one may create textures, someone may be responsible for the hairstyles. As you can see, there is a lot of it, and that's still not all. Moving from textures to more two-dimensional elements, we deal, just like in 3d, with cartoonists of characters, surroundings, or animators. We can divide 2d creators into interface designers, concept artists, or people creating details on levels.
It's hard to get closer to everything at once, so this time we will focus on one very specific person - an illustrator, and more specifically this special case of an illustrator who creates frames for fictional scenes.
How does work on an illustration look like?
[h3]Technical[/h3]
The first stage of work on an illustration is technical details, i.e. all requirements that an illustration must meet. First, you need to know what you want to draw. Thank you goodnight. But seriously, it is a question of where a given illustration is to be used. In our case, these are fictional scenes, but they could be, for example, character portraits, conceptual graphics of an item or location, which will then be modeled.
The basis of the graphics that will be used in the game is, among other things, its size.

This extremely colorful graphic defines the most popular screen resolutions. Turquoise until 21: 9, pink is 16: 9, green is 16:10 and yellow is 4: 3. On the other hand, white is the common part that will be visible regardless of what screen you have. This is especially important in terms of the arrangement of significant elements. We cannot put the face of the character speaking on the turquoise field because it will be invisible to some players playing at a different resolution.
Before drawing an illustration as it was written before, you need to know what you want to draw. An example of a room description looks like this: Shield System control room. Huge Bed - Exposed (the covers are on the sides of the bed, when activated, they cover the figure lying on top of it so that only its face is visible - like a sarcophagus). Walls full of monitors and indications, one door. In addition to what is to be in the photo, it is important to know how the camera should be positioned. For this frame it is a complete set, you can see the characters from the side, the shot at the door.
Now defining the character and climate. First, Split is a cyberpunk game. Big corporations, not that far future, lots of glowing billboards, huge spaces, and omnipresent electronics and robots. Everything is a bit dark, cool, bathed in blue fog and glow, highlighted with neon lights and wires.
[h3]Crafts and arts[/h3]


Starting from the earlier colors, it is advisable to divide the frame by marking auxiliary lines taking into account different screen proportions. Yes, just to make things easier. At this stage, the main color theme from which the frame will be created is also determined.

The next step is to give the location a simple outline. In this case, it is a room, so it is important to mark the walls, entrances of all kinds of bends. At this stage, it is also determined how the perspective will unfold. When you look closely, you can see that what is at the back of the picture converges to the center, and thus the observer of the scene is in the center of the room.

In the next stage, the outline of light and shadows as well as the contours of characteristic elements on the stage, such as an armchair, are created, which will be a key part of the stage.

When the individual shadows are selected, the main light point is added. Light spots and basic shadows in the direction of its incidence are painted.

After the first few smears of dark spots, it's time to deepen the shadows. Making them smoother.

The next step is texturing. But where to get textures?

The basis for interesting-looking elements is this strange-looking texture. This texture is a mix of architectural elements enriched with noise and dirt. Something like a collage. By using the proper opacity and masking function, the illustration gains depth and looks more realistic.

The formula was created on the basis of reference photos of integrated circuits. The geometric form gives the elements a mechanical character and thickens the compositions.

Cardboard created on the basis of the first, repeatedly mixed in order to obtain a new, geometric pattern that will affect the final effect by selecting the appropriate method of covering.

The previously shown textures are mixed with the color of the wall and the details are sanded down in detail. The easiest way to start is from the surfaces facing the player.

When everything that is flat and in front of your eyes has all the details, it's time to focus on the details that are at a certain angle.



The next steps involve the application of individual details such as wires or gloss. Additional lights and shadows are added, as well as details such as texture on the walls or lamps.


Now we leave the background drawing and add the main color theme of the scene. The light that gives the atmosphere and expression to the scene comes from two points. One of the light sources is behind the open door, while the other is the glare of the central monitor.
We would also like to invite everyone to our Discord where we will be happy to answer all your questions about the current work - DISCORD