Windows are, at the same time, very easy and quite difficult
to draw in SCURK. What is certain is that windows are the crucial detail
in defining the "look" of your building. The pattern of windows on the
various walls is what makes your building more than just a big blank box
and what differentiates it from other buildings:
The basic window is just a dark hole in the wall, maybe with a few shadow and contrast effects - that's the easy part:
As you can see, the pattern of windows gets staggered.
This is as you would expect, but the real problem is that the wider windows
are themselves distorted when you put them on a diagonal. Worse yet, for
even widths, only every other row of windows distorts, so you in effect
have two different types of windows. This effect is disastrous in a 2-pixel-wide
window as it causes the entire wall to look wavy:
This is one of Slugg's tiles. As usual, I modified it for effect. Further along on this page you'll see the real tile - much better! |
Look at the building on the right....some windows "bend" up, some windows "bend" down...what a mess! |
Here's Slugg's original tile. How did he solve the window problem? |
The solutions that you can use are so varied and so individual, that I will not attempt to catalogue them here. As you gain experience SCURKing you will develop your own techniques. The best way to learn and gain that experience is by closely observing the work of other SCURK artists and then trying them yourself. Let's take a look then at some tiles and observe what techniques are used. Hopefully, you will then be able to use some of these solutions in your own tiles, and combine or modify the techniques to create your own solutions.
Let's start by again looking at Slugg's tile. He uses a very simple technique to hide the difference between the columns of windows - camouflage. Remember, the problem is that as you draw the rows of 2x2 pixel windows along a 2x1 diagonal line, every other window has a vertical break in it:
Slugg effectively uses contrast to accentuate the vertical elements of his windows and disguise the horizontal elements - where the breaks occur:
Slug uses a dark grey for the horizontal lines, decreasing contrast, and a light grey for the vertical lines, increasing contrast. It still looks "pretty ugly" in close-up, but once it's integrated into an entire wall, the technique is very effective. |
These windows are grey with black/brown shadows. Notice that the shadows extend over the horizontal spandrels between the windows in order to accentuate the vertical "ribs." Underneath the roof overhang, all of these window elements are further shadowed and need a new contrast scheme. Notice also that I used some "complementary color" brown, blue, and grey to give some more variety to the facade. The entire facade is still a little "wavy," but in this case I chose to draw some more contrast into the windows (thereby allowing the vertical breaks) in order to have better clarity for my details. |
Instead of this... | ...try this... | ...or this... | ...or even this... | ||||
"normal" | 1 pixel-wide spandrels | 2 pixel-wide spandrels | "3x1 diagonal" windows |
A simpler way to look at it while you are drawing a staggered
set of windows is that each new window on a row is two pixels down for
the first window and then one pixel down for the next, then two, then one,
etc...(if you are drawing from right to left on a diagonal that slopes
down in the same direction, other wise two up then one up, then two, etc.):
The only difference between the 1-pixel stagger and the
2-pixel stagger is the width of the space (spandrel) between the windows
- one or two pixels. Note that the actual height of the window in both
of these cases does not matter, the window can be 2 pixels high as in the
examples, or 1 pixel, or three, or whatever - the stagger pattern remains
the same. The "3x1 diagonal" stagger (hereafter "3x1 stagger") is even
easier to draw - each new window on a row is drawn one pixel down, no sweat!
However, there are some compromises that have to be considered.
The windows in all three of these techniques deviate from a standard 2x1
line (45 degree perspective angle), so they look strange wherever they
meet a 2x1 line, such as at the top and bottom of the wall. The problem
is small but annoying in the 1-pixel and 2-pixel stagger. However,
if you are drawing any contrasting horizontal stripes or ledges between
the rows of windows then this problem is magnified, especially in the 1-pixel
stagger where you have only 1 pixel between window rows to work with:
The 2-pixel stagger looks OK with stripes... | ...but the 1-pixel looks awful! |
Make the gap at the top of the wall very wide (3 pixels or more) | ||
Stagger windows over only a very small width of wall (two or three columns) | ||
Draw some contrasting detail in the gap to distract the eye | ||
Draw the gap under an overhanging ledge or roof...shadow hides uneven space | ||
Make 2x1 line conform to the windows...this works best over small spaces | ||
Note in the detail that the top of wall goes 2 over, 1 up, 1 over, 1 up, 2 over, etc. |
This building uses a 3x1 line over the windows on the ends, but uses a 2x1 line over the balconies in the middle, all on the same sunlit-side wall |
Looks good here, but be careful not
to let the wall get too W-I-D-E |
If you decrease the spacing between windows, be carefull
not to let your windows lump together into one long window. Draw enough
contrasting detail into the windows to have them be look distinct from
one another. Alternatively, make ever other window a different color:
|
||
different colored windows |
As I wrote earlier, this page is by no means a comprehensive catalogue of all the ways in which you can draw windows in SCURK. I didn't even touch on circular, curved, or arched windows! (I'll save that for my page on shapes). The limitations of SCURK both impose some compromises and open possibilites. The best way to truly learn what these are is by SCURKing. Yep, this is a cop-out in what is supposed to be a SCURK guide, but why don't you take a break from your browser and fire up SCURK for a bit? Meanwhile, I'll work on the next page. ;-)
saci@voicenet.com |