Tales of MI - graphic issues and some examples

First of all, i m nothing of a graphic expert - i dont even know to use photoshop properly.

Also, there has been much talk about which is better, SE or Tales, Tales or Escape, are Monkey 1 and 2 better drawn and so on.

Its hard to compare different styles, but no, Tales of MI is not looking worse then SE speaking in some general graphic issues, and actually Tales of MI Guybrush is better looking then SE one, which wasnt a hard thing to do

fckhead.jpg,

and pretty good on the spot with its design. however, and without arguing on 3d aspect, graphics could certanly use some details, in therms of variety for example. i dont wanna go into financial or budget issues as i understand it, but in therms of some more simple decisions, details, choice of colours, patterns and so on. many 3d games tend to look a little straightforward in terms of colours, like its a set and stage at the theater that u watch for couple of hours with the same background props for the scenes. thats the problem i find also with similiar games, counting there also Sam & Max and Wallace and Grommit.

Of course, i m bothered with this because i think Tales of MI shure is actually not bad looking, even if now we are talking about 3d with keyboard controls, but i ll leave that aside for now.

So, where i m pointing. If we turn attention onto the water, you could really sense some little variety while looking at the scenes and screenshots, and somehow the whole scene looks bland. i tried to break the monotony with some different or agressive choice of colour, to look somehow more natural, and at the same time, more cartoonish as well.

33389337.th.jpg 71734562.th.jpg

the second scene has also redesigned water, but this time with some different patterns and couple of variations, where i just added some more waves, but still the whole scene feels a little different. Also, if we add variety for the clouds as well, i think the scene is a growing somehow, with a sense of wide area, like area where we would sail later on.

talesofmimightypirateg.th.jpg talesofmi1.th.jpg talesofmi.th.jpg

As for the third example, i simply changed the sand which is down right where Guybrush is standing, trying to make a little twist to design and colour scheme without changing too much of original design, to make it look maybe more detailed or rich.

95902517.jpg 44841523.jpg
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Comments

  • edited June 2009
    Only problem so far I can see in TOMI is the clouds and Lighting, look at the first three games and how they used lighting, of look at the LA Sam and Max games opening... I would ask they make the clouds more gasp cartoonish and defines, and the lighting a little more moody.... But otherwise I think they are doing a good job where design is concerned..
  • edited June 2009
    Or closer to CMI's colors (with blueish shadow areas from the sky), and maybe a touch of distance fog (for more depth):

    tomi.jpg

    Just an idea... but I'm sure Telltale will make it look good anyway.
  • edited June 2009
    In all those examples, I prefer the originals.
  • edited June 2009
    In all those examples, I prefer the originals.

    I agree. Particularly with the sand. MI has never been about realism, but stylized beauty. And this is what Tales looks to be continuing.
  • edited June 2009
    originals definitely look better. and I really agree with finite on the stylized beauty argument.
  • edited June 2009
    tomi.jpg

    wow, u nailed it on that one, great work
  • edited June 2009
    I love Laserschwert's work here.
  • edited June 2009
    definitely liking the fog idea, as it mutes the colours to allow for atmospheric perspective. Not liking the blue toning to it tho, I think the blue definitely needs a turquoise tint for the Caribbean.

    Edward brings up some interesting points, as the colour schemes do seem a little too straightforward in the game. They primarily come across as local tones, which would be a shame to rely on, as it doesn't give anything to the well-modeled sets. However, I think what you need to do, Edward, is consider the example textures you are using. They all come across as "noisy" and a little rough, unfortunately working against your argument. I appreciate your effort in trying to press the issue, but layouts in general (in cartoons and games) need to support the characters within them. I think if you'd chosen a more muted colour scheme for the waves etc. then it would work a little better.

    However, some interesting ideas here!
  • edited June 2009
    From what I've heard and what I understand, the screenshots and video we've seen of ToMI so far are from an unfinished product and should be taken just as that. They have said the current graphics may not be final (but don't expect anything drastically different, just lighting, maybe some special shaders?) And given Telltale's turn around time of a game season every quarter, a month's worth of work on a Telltale game is a lot of work.
  • edited June 2009
    I definitely prefer the originals, in all cases.

    ToMI != CMI, we shouldn't be trying to make it so, those highly defined clouds don't mesh at all with the rest of the visuals, which don't have the same outline to their visuals. This would lead to a horrible mish-mash of designs, and imply poor art direction.

    Art direction/animation is something I geek over, as people have probably seen in other threads, and these are two things ToMI gets right. If it isn't broke, don't try to fix it until it is broke. And ToMI definitely isn't broke, but in the above 'fixes', it is.

    Sorry. :/
  • edited June 2009
    I hope to see some night time screen shots soon....

    Working off what was already done here is how I picture a night shot should look like.

    nighttime.jpg
  • edited June 2009
    haha not bad with that night shot :p
  • edited June 2009
    Honestly? I like the modified pics more than the originals.
  • edited June 2009
    Irishmile wrote: »
    I hope to see some night time screen shots soon....

    Working off what was already done here is how I picture a night shot should look like.

    nighttime.jpg

    Yep, that's the sort of thing I want to see in TMI!

    But yeah, the game is already getting all the modification it needs. It's not a bad thing to see the fans show off what they want to see though.
  • edited June 2009
    **High Fives Laserschwert** with the assist LOL.
  • edited June 2009
    Or closer to CMI's colors (with blueish shadow areas from the sky), and maybe a touch of distance fog (for more depth):

    tomi.jpg

    Just an idea... but I'm sure Telltale will make it look good anyway.

    Great modification. Your little tweaks really improve the lighting and atmosphere. Good work! Thing is, modified textures aside, Telltale could easily make similar changes by implementing some full-screen shader effects. Here's hoping they do something like this.
  • edited June 2009
    Hmmm. Night sky doesn't need to be green. It's blue, blue, blue in SMI.
  • edited June 2009
    Jumping on the bandwagon!

    picture.php?albumid=245&pictureid=1653
  • edited June 2009
    Laserschwert and Hoppydragon have some cool takes on it, but I think the original looks pretty good. The sand, for instance, has absolutely nothing wrong with it, in my opinion. I agree the water would benefit a bit from more water-looking effects, but that's not a big deal.

    For the sake of participation, though, here's the same screenshot with photoshop's "poster edges" filter applied to everything except the sky:

    95902517.jpg
    posteredges.jpg
  • edited June 2009
    LuigiHann wrote: »
    Laserschwert and Hoppydragon have some cool takes on it, but I think the original looks pretty good. The sand, for instance, has absolutely nothing wrong with it, in my opinion. I agree the water would benefit a bit from more water-looking effects, but that's not a big deal.
    I just think the yellows are a bit too strong and the blues are a bit too weak, really. A little bloom shader would be excellent too, really.

    I could easily whip up the same effect on various other screenshots from ToMI. The changes I made are seperate layers in Photoshop.. actually fiddling with one of Guybrush right now.
  • edited June 2009
    And here's the picture I was talking about. :)

    picture.php?albumid=245&pictureid=1654
  • edited June 2009
    meh. you're take on it is alright, but I definitely like the originals better.
  • edited June 2009
    Irishmile wrote: »
    nighttime.jpg

    now thats nice, even with its bright colours, and has some interesting touch of a fairytale atmosphere, resembling for instance what would Jambalaya Island look like at night, altough there is Woodtick touch i sense here as well
  • edited June 2009
    I think thats waaaay to bright for night

    Is that Island a Casino?
  • edited June 2009
    I agree. and green? ugh. give us blue.
  • edited June 2009
    I know its a little bright, but I didnt want to lose some of the details, plus its not all that easy taking a day scene and making it night... as for the green I was going for this kind of look.

    curse-monkey-island-night-scene.gif
    mk-8a.gif
  • edited June 2009
    But to make a point, ToMI isn't CMI (and I'm thankful for that), ToMI is ToMI. It has its own art style and direction, and overlaying CMI over ToMI's style has, in every example I've seen thus far, only made it look many, many times worse.

    I really don't understand why ToMI can't just be ToMI, but that's just my take on things, because ToMI untampered with provides a generally more cohesive look over all and it's better aesthetically, too.

    Edit: If we're trying to add new scenes to ToMI, then why not look at what makes ToMI work and try to create something in that style, instead of doing the overlay? I'd love to see what a ToMI night scene looks like, but not ToMI brute-forced into a CMI night scene.
  • edited June 2009
    I agree BUT.. They need to give us some night scenes... I do not care if they do it in their own style... but Monkey Island stories are rooted in what goes on in the night and morning hours.
  • edited June 2009
    Yeah, I just added something about that to my post, before you posted yours. Have a look and let me know what you think.

    My problem is having ToMI in one hand, CMI in the other, and then slapping them together with an almighty *SMOOSH!*, the end results are ugly.

    If we see a night scene, I think it should follow what ToMI has shown us thus far, trying to stick within that style.

    Edit: Just to stress, if you can do that, I'd love to see it. I just can't appreciate the night scenes thus far because of the mish-mash of opposing styles.
  • Considering the trend though, ToMI should (and is) following an art progression that originated with Curse of Monkey Island. EMI was almost completely in-keeping with the CMI style. I think ToMI has tried to evolve from that and has come close.

    I think the people who have been saying it's a lighting/shading issue are right on the money. I think the buildings/set design look right out of CMI/EMI (or are at least in keeping with that sensibility), but they just look totally flat and untextured... there's no depth or interest to it.

    The character designs for Guybrush and Elaine are god awful, but it's too late to fix that, so we'll let sleeping dogs lie. However, don't use 3D if you aren't going to take advantage of it. Right now, I think because of the shading/texture issues alone, this game looks like it was made in 1995, or at least made for the 9.99 bin at Walmart
  • edited June 2009
    I really hate most of the new versions with a passion.
    especially the night setting.

    Laserschwert had some nice ideas but I don't like the overall blue tone of the pictures. It reminds me of CSI New York.
  • edited June 2009
    I want curly clouds though.. i'll be sad if there's no curly clouds heh.

    Actually, I prefer the originals to most of these, with the exception of the fog effect which was pretty cool, I mostly liked the sand texture on that one though. I don't see the issue with the cartoony look, I like it. It's clean and simple.
  • edited June 2009
    No offense but I don't see the point of carrying on with this. This thread is strange, just what are you guys trying to do improve on an independent artistic style ?

    Oh I get it, this is a joke thread, right ? HAHAHA good stuff, carry on then.
  • edited June 2009
    I just like playing around in photoshop
  • edited June 2009
    Irishmile wrote: »
    I just like playing around in photoshop
    Oh, well it looks pretty good. :) I'm not going to stomp on anyone's fun . I just thought people in here were seriously trying to challenge TellTale game's artists which I wouldn't consider proper .
    :D
  • edited June 2009
    Nah as I stated in my original post... I look forward to seeing some night scene screen caps... thats just how I picture them.
  • edited June 2009
    I have my own question, which hopefully hasn't been asked already. In the main forum a few people were talking about night scenes and locations in TMI. So, will there be any? :)
    Oh yes.

    Confirmed night scenes! :D
  • edited June 2009
    i really truly do not understand the negative comments in this thread.

    the additions most of you guys made were awesome and obviously on the right track. geez it's not like these guys are professionally redesigning the gam,e they're just showing ideas on how it could look a LOT better with just a little more work. these aren't final proofs for harsh judgment.

    adding that detail to the sand and water and that atmospheric fog effect does WONDERS for that otherwise stale screenshot. If that was continued on the character models too, the game would look 100x better. Quite honestly, the screenshots that we see now look awful. Yeah yeah yeah I understand "artistic license" and all that, but that's not really what we're seeing. I think we're more seeing an already out dated art style watered down as much as it can for budget and file size limitations, which is a damn shame. With today's standards, even for some of the phenomenal examples we see from other small indie games, I don't think there's any good excuse for such a simplistic fake plastic look to everything, and nothing but plain bright colors. Just my take.

    Good work guys, your modifications are impressive, and hopefully the Telltale team will make some significant graphical improvements before it's out. At the very least I hope to see some post-processing effects and some atmosphere.
  • edited June 2009
    RockNRoll wrote: »
    i really truly do not understand the negative comments in this thread.

    the additions most of you guys made were awesome and obviously on the right track. geez it's not like these guys are professionally redesigning the gam,e they're just showing ideas on how it could look a LOT better with just a little more work. these aren't final proofs for harsh judgment.

    If they post them here they will get comments. Personally, I dont think any of them look any better, let alone a lot.
  • edited June 2009
    All I did was a few color changes and a bloom filter, and it gives the game just the little extra oomph that it's lacking right now. Although I've said this before, can't remember if it was in this thread or another, from what I've heard from the developers, the screenshots and videos are not from the final version and things could change. I wouldn't expect drastic changes, but Telltale is aiming to please, they're well aware of the harsh critique they're getting, and they've said they listen to all the comments people make. So what we're saying is not falling on deaf ears.

    They're made up of people that made all the other Monkey Island games and big fans on the series themselves, so I trust they're pushing themselves harder on this series than they have on the previous ones they've done so far. With every series they release, they include some enhancements, so don't base Monkey Island on Wallace & Gromit. They're probably holding back on us to leave us pleasantly surprised when the game nears release.
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