Art Lecture #2 begins here. We're drawing a background scene, which can be used as title screen graphic or an adventure game screen. The red signifies the walkable path for a character, the blue signifies a character's size. With those size references, let's begin painting a tropical scenario with cliffs and a waterfall in the background.(edited)
2:55 am
I think this would be more sensible for the perspective.
I did some lighting afterwards because I didn't feel satisfied that the light was coming from the northeast. Use your own taste
3:38 am
After this, we repeat the process for the front cliff layer. But Actually, I'm going to cheat, and simply copy pieces from these cliffs we already drew; brighten them a bit, and paste them over the front cliff sketch.
Sure. I pasted a bunch of stuff, and erased their edges off with a sharp eraser brush.
3:45 am
Then I'll shade the terrain in the foreground, so light reaches only the top parts that are facing the sun, and the sides facing us (we in the south, looking north), are darker.
3:46 am
Fore the foreground terrain, that effect can be even more contrasted, like we are observing this scene from shadows or something.
I make the waterfall visible and add some basic shading.
By the way, for your image, I would make the highlights more pronounced for the background terrain.
I have the lighten/darken brush and I make 1 pixel wide strokes all across vertically, darkening and brightening randomly. But I bias the lighter lines toward the top of the waterfall, where the water turns, and is facing the sun more.
and I might do the same with the main body of water, except with horizontal strokes.
3:59 am
Shading the deep areas between the gaps of the cliffs, and which parts of the water should be shaded by the cliffs if sun comes from northeast. Then brightening, with a large smooth, brush, the foreground.
4:02 am
Actually, I might go a bit easier on those shadows.
Anyway, the next step is to add a foliage layer, on top of the ground and back terrain layers.
4:12 am
and draw a bunch of bushes just with lines shooting out, sketching roughly, covering most of the edges.
4:15 am
Same for the back cliffs, but this time it's more like blotches, following the shapes and formations of the cliffs somewhat, and jutting out from the cliff edge. And some small specks here and there.
4:18 am
Same for the foreground cliffs, a new layer to add foliage over them. Try to reach out with the foliage on this layer, to "meet" the ones in the background cliff foliage.
And I'd make the foliage cover the edges a bit more, and run down the sides. Use it to give an even stronger idea of how the terrain flows on the cliffs, and hide some bits using it
I added a second foliage layer over the ground, with just little short strokes for patches of grass. Covering the bottoms of the further shrubbery, which touches the ground.
I tweaked mine quite a bit to get the blades sharper
4:49 am
In your case, I would make the right hand tree a lot thinner and move it aside. It hides too much of your nice cliffs. I'd also stretch the left hand tree to be much taller, so the leaves don't obscure your beautiful cliffwork as much.
Now with a very broad brush, I'd apply overall shading onto the grass. Not precise, just big strokes, the ones on the vertical cliff walls go d arker, the ones at top brighter, etc. Just follow the terrain mostly.
4:56 am
Front cliff foliage...
4:58 am
Rear cliff foliage...
4:58 am
Rear terrain foliage...
5:00 am
Ground foliage... I adjust the brighten/darken brush to be smaller, and I make the tops brighter, the bottoms darker
After copying many times a squished shrub to make prettier grass, I'm using an eraser brush with a low density to erase some stuff in a rough noisy pattern
5:16 am
and once again for another layer, I will repeat the process
5:17 am
5:17 am
5:18 am
5:22 am
With everything on full display, I trim my bushes to make everything look good
Okay. I did not quite get that step before. Doesn't matter though. I like how my thing looks anyway. But I know there's always techniques to improve things.
5:23 am
I think this will work fine as a test backdrop.
5:24 am
I can't really make the grass on the path too dense because there's only going be like a background and foreground layer.
5:24 am
In the actual game. But your thing looks really nice though.
Following to the letter isn't the point really. So long as you get ideas about how to do this.
5:59 am
At this point you might now build a few images out of this, with certain layers visible on each. Consider also if you animate some things, so you make alternate layers for animation. I usually make 3-5 frames.
Art Lecture #2 begins here. We're drawing a background scene, which can be used as title screen graphic or an adventure game screen. The red signifies the walkable path for a character, the blue signifies a character's size. With those size references, let's begin painting a tropical scenario with cliffs and a waterfall in the background. (edited)