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Dec 27, 2014 11 years ago
Flying Ace
Speiro
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I love backgrounds. I have trouble making an HA without a background because I love them so much.

But I've noticed that on some backgrounds, the HA doesn't cast a shadow, which I think makes them hard to work with. It ends up looking like the HA is hovering in front of the background, rather than being part of the scene.

For example, these backgrounds all lack cast shadows:

[preview=Depressed Spray Paint Can] [preview=Peka Glade Willow Figurine] [preview=Haunted Forest Wisp]

On the other hand, these all have shadows: [preview=Sunrise Beach Plate] [preview=Festive Luminaire Candle] [preview=Mad Scientist Shock Meter] [preview=Discarded Campsite Bunting]

Some of those shadow examples are more subtle, but it's still just enough to bring the background and HA body together.

Could we maybe get some wearable shadows so we can fill in the gaps when backgrounds don't already have them? It would be cool to have a whole bunch at all different angles, and maybe two different versions of each (faint shadow and dark).

It doesn't have to be anything fancy. This is probably one of those things where "less is more."


Dec 28, 2014 11 years ago
Evanesce
is a mirage
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It would be amazing to have this. It would work best as a transformable item.

🌈 🌈

Dec 28, 2014 11 years ago
dainty
howls at the moon
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Wolfie

You know what? I feel like the lack of shadows is why (shadow-less) backgrounds have always looked kind of misplaced to me. I never really thought too much into why I don't prefer backgrounds, but the lack of shadows suddenly looks weird to me, and maybe that's why.

Anyway I think it'd be neat to maybe have a shadow foreground that is layerable over all the backgrounds. It could be applied to old shadow-less backgrounds, and I think that'd be neat.

Dec 29, 2014 11 years ago
Solsticesprite
cleans up nicely
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This is a really neat idea the OP has come up with, I support it. We shouldn't need too many kinds of shadow, as the light source for HAs is always fixed just in front of their UR.

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