Windows

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:

 
Fitting these windows together into a pleasing and effective pattern is the hard part. SCURK's  pixelation and perspective problems mean that the neat patterns of windows in the above examples get broken up as soon as you try to draw them onto a typical "diagonal" sim-wall:
 

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! 
 
The effect does not look as bad with wider windows, but it's still a pain:
 
Look at the building on the right....some windows "bend" up, some windows "bend" down...what a mess!
 
Fortunately, there are many different solutions to these problems. Working out these solutions can be one of the most creative aspects of SCURK - since windows are repeated in a pattern all along your building, the minute detail of how you solve the problem of the individual window quickly adds up to be a unique "style" for your creation: 
 
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:

....pretty ugly...

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. 
 
This technique has an added effect - many buildings have a vertical "ribs" along their walls (New York's Daily News Building is a prime example) and you can effectively model them by accentuating the vertical element of your windows. Better yet, you can add a shadow to the "ribs," which is exactly what Slugg did on the shaded side of his building:
Good use of contrast is really crucial to using this technique effectively. The Rule of Three is a big help, but remember, you'll quickly run into a complicated pattern of contrasts. For Slugg's building, he needed a +3 contrast between the sunlit and the shaded walls, a +3 contrast between the ribs and the shadowed part of the horizontal lines (the spandrels) between the windows, a +2 or +3 contrast between this shadowed part of the spandrels and the part not in shadow (so the shadow will be distinct), and then a low contrast transition to the actual window (remember, you need to diminish the vertical breaks). If the window itself has some detail to it - instead of just being a "black hole" - then things get even more complicated:
 
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.
 
In the example above, you'll also notice that the "doors" at ground level are really just lengthened versions of the windows (slightly darker as well). This is pretty common in commercial buildings, the ground floor has big picture windows and glass doors. Anyway, it makes SCURKing a little easier ;-).  Sometimes, you can even make the vertical break be part of the window design, like I did with the small residential building in the next example (notice that the windows are 3 pixels wide, not two...but they still have a vertical break):
  The windows have shutters on them, check out the detail  
 
Another way to avoid the vertical breaks in windows is just to ignore them altogether by staggering your windows off of the 2x1 line:
 
Instead of this... ...try this... ...or this... ...or even this...
"normal" 1 pixel-wide spandrels 2 pixel-wide spandrels "3x1 diagonal" windows
 
At first glance, "staggering" your windows seems like an ideal solution - certainly easier than the camouflaging techniques. The "1-pixel wide spandrel" stagger (hereafter "1-pixel stagger"), and the "two-pixel wide spandrel stagger" ("2-pixel stagger") both use the exact same technique. Wherever the "normal" window pattern would have had a vertical break, you simply ignore it and draw the window straight across:
 
  Easy, eh?

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.):
 

  Yep, easy!

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!
 

  Even easier!

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!
 
Worse yet, in the  3x1 stagger the windows and the wall are actually on different diagonals (perspective angles) making the "gap" problem almost insurmountable:
 
 
You'll have to come up with some way of hiding the gap between the windows and the top of the wall (remember, this problem will also occur at the bottom of the wall, or anywhere else that the windows meet a horizontal line, but let's focus on the top of the wall, the same techniques apply to the other situations). Once again, there are many different solutions, you'll probably come up with your own as you gain experience with SCURK:
 
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 last technique, where you modifying the 2x1 diagonal where it crosses over the windows, takes us to the next logical step - modifying the perspective.  Lets look at the 3x1 stagger again. Instead of worrying about making it conform to a 2x1 wall, simply make a 3x1 wall. In fact, over small distances, the viewer doesn't even notice that it is not a "normal" perspective wall:
 
Looks normal, but check out the detail  
 
 The building above "cheats" by using a 3x1 diagonal on the sunlit wall and a 2x1 on the side wall, but as long as the "wrong" diagonal that you use is not too extreme you can get away with it. At the normal close-up of SimCity, the viewer doesn't notice the difference between the diagonals. In fact, you can even mix and match diagonals on the same wall and get away with it:
 
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 
 
I personally enjoy drawing buildings that deviate from SimCity's "normal" 45 degree perspective, so I use these perspective-modification techniques a lot. When I start drawing a new building, first I sketch out the windows, using whatever pattern looks realistic and/or pleasing. Then I let the pattern of the windows dictate the perspective:
 
 
Yet another, very simple, way of avoiding the vertical break problem is to change the horizontal spacing between the windows, either increasing it (to an even number) or eliminating it. If you increase the spacing between windows, you're trading in precious space on the tile...be careful not to let your building get too wide. It may not seem as if only one extra pixel of width will make a difference, but remember that you have many columns of windows multiplying that one extra pixel. Before you know it, you can run out of space:
 
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:
 

distinctive window detail
 
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