• they/them

ancient multidimensional shrimp


idk video games or something
sometimes level designer
i rechost a lot


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danielleri
@danielleri

I'm looking for tutorials or resources for drawing a fairly specific thing: I want to make a first-person perspective sci-fi tunnel.

I'm using the images here from a really cool-looking jam game, Time Detective 3D -- https://cronjewesselgmailcom.itch.io/time-detective-3d

as a general reference, just to hint at what I'm getting at (I have no intention of using them or ripping them off, to be clear! Just reference here in this post about what I'm getting at).

I've had a few failed attempts that all look super flat and unappealing (even using Aseprite's excellent 1-point perspective script, I'm still falling flat), so, I think it's time to pull the "dear artists of cohost, HELP!" cord :D

I tend to do well when I can try out a tutorial, draw along with it, then start playing with that image or re-drawing it. I'm still very, very much a beginner and still need some training wheels when I try new styles.


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in reply to @danielleri's post:

I'm afraid I don't know of a tutorial but if you're looking for aesthetic inspiration I'd highly recommend looking up images of classics like the Wizardry series & similarly inspired games like Lands of Lore from the 80s/90s, which worked firmly within this overall style. I've always learned the most as a pixel artist by mimicking works that I was interested in and seeing what I learned in the process, and maybe it'll work for you too.

if you're doing a "correct perspective" drawing and it feels flat and unappealing, i'd say maybe think about lighting and try out some approaches at the edge of your comfort zone. lighting is a huge part of how i experience and think about spaces in general, and when i think of my favorite sci fi corridors the lighting is such a significant component - the iconic Nostromo hallway and the hexagonal Death Star prison level are practically defined by how underlit and moody they are, the various USS Enterprise corridors feel like the lobby of a doctor's office, the 2001 corridors feel like emergency-lit connective engineering that wasn't designed with humans foremost in mind. scifi visual art is all about the relation of the unfamiliar to the familiar and lighting is how we come to accept all those strange angles as plausible.

since my head's been in the ye olde Deluxe Paint stuff lately, i'd try putting down big gradients for lights and masking them off. but all of that is just thinking from my own crude sensibilities; i'm not a skilled pixel artist and it's been many years since i created shippable game art.

oh and just in case you haven't seen it, this piece is great:
https://flashbak.com/the-most-unforgettable-corridors-in-sci-fi-in-photos-11857/

I'm at work and can't show anything, but maybe describing a thing that helps me a ton will help here?

If you draw an "X" between all 4 corners of any sort of rectangular panel, it'll show you the center of that rectangle in perspective. 90 degree angles are your friends when drawing something that pops off of the basic shapes of the walls. Draw "L"s and backwards "L"s and upside down "L"s of all kinds where you want volume, then make a line from your point of perspective to the 3 points in the L to figure out other places to do it.

No matter what, an underdrawing made with the line tool helping you to rationalize the volume of the space is almost mandatory when drawing strictly in perspective