I honestly think it looks good but maybe a bit of shading at the bottom of the walls would help kinda reminds me of the mc Escher stair thing idk if that’s what you were going for
will say im not one to necessarily listen to but i remember reading some artist's response when asked why they didn't fully outline their character and it being something like "outlines dont exist in nature". maybe the reason it feels so blocky is because you're outlining everything; monument valley, which i think i remember you saying youre modeling this after, uses colors to differentiate between surfaces as opposed to outlines, something that isnt really possible in fr. maybe adding more curved surfaces or making things thicker would make things seem less blocky? something that just makes the surface feel more real i guess. the stuff youre doing rn is creating a blocky feel, even if its not what you want like there's other ways to create edges other than directly outlining them. cross contour lines (lines that sorta go along the shape of an object as opposed to lines along an edge) are one way of doing it that might (?) help w the style you're going for, or just some more shading or color differentiation on different surfaces here's something im working on rn that maybe helps this make more sense? like i use shading to show different surfaces on an otherwise simple and blocky structure. maybe not the greatest example but its at least sorta similar to what youve got going on and maybe helps you visualize stuff more. im not sure if its helpful at all or even the right thing to do but regardless good luck
I agree with eryp. I am for sure not the best at perspective drawings but I think it would be better if you used more broken non-blocky areas. Like maybe a crack in one of the corners unless you are going for a modern newer vibe. More smooth curved surfaces could help too. Again I am not strong in perspective drawing but that is what I think you could improve upon.
thanks for the (mostly) great feedback everyone (eryp). yeah i wish there was colour in frhd purely for this track. but at that point it will literally just be me recreating monument valley in free rider, which I don't want to do. I just want to take a heavy amount of inspiration since isometric type tracks haven't really been done before. and if i can make a super good one before people start turning it to sh.it that would be nice. i'll either try to make it less blocky and it'll look good. or it'll look bad and i'll try to embrace that and build around the strengths a blocky isometric track has. also i recommend checking out monument valley. it's a great puzzle game with a subtle story and amazing art.
Ok, thanks, buddy. Big help. I only got to #14, but I'll finish later. I found some really good stuff, but I don't know how much it will help me. All of those people are drawing legends, and I've only been here since August last year. I'm really good at real-life drawing, but FRHD? Not so much.
This account is new, I know that. But you seem to really know stuff like you have been around a really long time. Who is your main? Or will you even tell me?
The outline of your tree is very smooth, which is fine, but that limits the style of bark you can apply to your tree. For example this won't work Obviously that's a completely different type of tree but you get the idea Try some other styles out Make a copy of your track and let yourself be sloppy, just try stuff out, play around with the shading. Maybe even make an imaginary light source and try to shade based on where the light is coming from
thats extremely helpful, thanks! i think for the track that I'm doing, I'm going to keep it pretty minimal, but use the overall tree as a canvas for different styles.
Tips for drawing trees Let's start with a fractal ! Somewhere in a trees DNA it is told to fractal towards wherever the largest light source is and cover as much space as possible, while still supporting it's own weight. (This might be completely wrong but lets go with it) Three rules: 1. Each branch breaks into two slightly smaller branches 2. Branches are a little shorter than their parent branch 3. The direction of a branch is similar to the direction of its parent Obviously in reality most trees don't look similar to that, but the principles are still there (maybe). Lets apply those rules fairly strictly, but try to make it look more natural Each branch is about half the width of it's parent branch. Branches are generally shorter than their parent. Following the third rule causes everything to spread out naturally. Doesn't look too bad. In practice you shouldn't be thinking about fractals, but if your tree is looking like garbage then it might be diverting too far from those rules. Check this out, tall trees are pretty much just short trees with bigger trunks :O Now you can use the ends of the branches to outline where the leaves should be. I always recommend outlining the leaves before detailing them, play with the shapes and see what looks right before you go crazy detailing the thing. One common mistake I see is people making the head of leaves way too small, bigger is always better when it comes to the total area of leaves.