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Your post got mentioned on the Inoerator Twitter!! And well deserved too, that is honestly top notch, it’s up there with the artwork Paradox put ingame. Hopefully we can see throne rooms of different types as more patches are added in. :)
Just saw it, it's awesome! :D Just wow! Thank you all! Really!
 
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Reminds me of some shots from the Alexander (2004) film:
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looks exellent and i hope you keep going, if a few ideas could be thrown around, currently there are 3 backgrounds for rulers based on the goverment type of the nation theyre part of, Republics get the hellenic/roman senate, Autocracies get the Roman Imperial style, and tribes get a generic barbaric or northern european pre-roman aesthetic

i think a different background type could be better if it were based on the nations culture, civilization level and goverment, and culture groups could be grouped by their geografical location and climate area, that way each nation would feel more flavorfull and the ammount of backgrounds wouldnt be too masive, for example;

Celts, Iberians, Germans, Britons, Illyrians, Dacians could get a set of 3 backgrounds for Tribal, Republic and Autocracy
Punics, Italians and Hellenes could get a set of 3, but maybe with a disctinction for the autocracy of the Romans and the Greeks, that makes it 4
the steppe nations i think could do with just one background for all their goverment types, a classic yurt could work
the indians and ethiopians i think should get a different set for each one, seeing as how different they were in comparison to the other nations and cultures the gamehas right now, so thats 6
the medians, arameans, anatolian cultures could share a generic Persian style, reminicent of the Achamenid Empire, the real challenge would be a persian themed senate

that would be 17 backgrounds that i think could add alot of flavor to the game

i think a pretty cool secret could be added if Khemetic Egypt were to be formated an unique Pharaonic background for the autocratic nations ruler were to be given
 
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Ok so I have been busy with many things lately, work, first child on the way, and my biggest illustration job ever.
BUT I have sketchwork for Maurya throne room, it's on pause but I hope to find time for this when I can!
Thanks for all support and I have not forgotten this :)
 
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I believe the expression is "Imitation is the sincerest form of flattery."
Well, consider me flattered. ;)

If I may, I would like to offer you a few pointers.

These images were initially made in double size. So the original pixel size is 1600x512. Then they are shrunk down to half the size, 800x256 pixels, which you got right. The Pixels per centimeter really doesn't matter. It is only a relevant factor if you intend to use this file for printing.
There are 2 different files for each background. One for the large version (character view) and one for the smaller portraits (everywhere else). The smaller file is just a cut out part of the larger one, which allows you to be more specific with exactly what part of the larger image you wish to display behind the character in the smaller portraits.
An important thing to note is to keep the colors in the image relatively low contrast and not too vibrant. This is to avoid making the image too noisy, which would make the in game information that is shown on top of it harder to read. For instance, you would never see anything painted pure black or pure white in these scenes. (Unless I missed a pixel. o_O)
The characters themselves are 3D models with fixed lighting, making them very hard to fit well together with the background images. For this purpose there is another texture applied on top of the background and the character. This is usually a single color 4x4 pixel texture with a very low opacity that is just stretched over the character and the background. (Example: A character in the desert has a yellowish orange texture applied to it and the background, making the two get very similar colors without changing the 3D model or its lighting.) In more complicated scenes like the throne room, or the prison cell, a full size (800x256 pixel) gradient image is used instead, to fit the lighting better.

This is the technical stuff.

The artistic stuff is trickier.
I can't comment much on the historical accuracy, since I had our very well educated and hard working content designers sanity check my work in that aspect. (Shout out to the Imperator content design team!) However I would advise populating the scene a bit more by adding a few more props here and there. Perhaps a table. Some documents. Some statues. Anything that would make sense to have in such a venue and fits the time period.
Always have the lighting in mind. Where is it coming from and how does the light bounce in the room. Understanding how ambient occlusion works will really help you get the right shadows in many places.
Don't be afraid to use photo references. As long as there aren't any copyright infringements, and the references are fitting, feel free to even bring them into the scene and paint over them.
And finally, I will attach a very handy photoshop brush that was used for the majority of these scenes. (Note that you will need to disable its "Color Dynamics" at times.) Even small details are made with this brush, just at a very small brush size.

I can't really answer your question of whether you "should keep going" but I say that if you are enjoying it, go for it! ;)
Whether or not, and how your art would end up in the game when you are done, that's a different question. Regardless of that, I would still encourage you to keep going. Be it for your own pleasure, for practice, or for potential new assets for the game.

I hope this was helpful.

PS: I almost never write on forums, so you'll have to excuse me if this post was unnecessarily long. :oops:
 

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So, Imperator: Rome 2.0, it has convinced me that the game is going to be something for me going forward.
And I also see that the game uses art more than ever, both CK3 and I:R, which to me is always welcome.

So the background paintings, they are beautiful, but few. So I decided to do something about that, at least try, so I found the folder with the DDS files(Background art) and tried to find the right format etc.
Why?
Well I have dared to, and tried at least to make more of them, starting with one pilot project painting.
My idea is to offer them for free, to help flavorize Imperator: Rome.

The only question is, is it good enough, and do people want to implement it to the game?
I have no ambition to make it even permanent, I dont dare believe my work is that good, but maybe they can be fillers until Paradox own artist's can get some time to expand this area themselves.
In other words, kick out my art with their own later.

So lets see it, well yes but one thing, for this pilot project I chose to stick close to the Kingdom Government background art, staying in Hellenic culture/faith style.
I want to make art for many cultures and faiths, but only if this Pilot project is good enough and actually gets implemented to the game.

I had to guess the size according to DDS info, so I saw 800x256, guessed it was pixels, and put in a 300 pixels per centimeter.

I really really hope the community likes it, and wants it, and maybe even Paradox?

Anyway,
Here it is:
So beautiful @Axis89 . Could I use it for my linkedin background? :D
 
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I believe the expression is "Imitation is the sincerest form of flattery."
Well, consider me flattered. ;)

If I may, I would like to offer you a few pointers.

These images were initially made in double size. So the original pixel size is 1600x512. Then they are shrunk down to half the size, 800x256 pixels, which you got right. The Pixels per centimeter really doesn't matter. It is only a relevant factor if you intend to use this file for printing.
There are 2 different files for each background. One for the large version (character view) and one for the smaller portraits (everywhere else). The smaller file is just a cut out part of the larger one, which allows you to be more specific with exactly what part of the larger image you wish to display behind the character in the smaller portraits.
An important thing to note is to keep the colors in the image relatively low contrast and not too vibrant. This is to avoid making the image too noisy, which would make the in game information that is shown on top of it harder to read. For instance, you would never see anything painted pure black or pure white in these scenes. (Unless I missed a pixel. o_O)
The characters themselves are 3D models with fixed lighting, making them very hard to fit well together with the background images. For this purpose there is another texture applied on top of the background and the character. This is usually a single color 4x4 pixel texture with a very low opacity that is just stretched over the character and the background. (Example: A character in the desert has a yellowish orange texture applied to it and the background, making the two get very similar colors without changing the 3D model or its lighting.) In more complicated scenes like the throne room, or the prison cell, a full size (800x256 pixel) gradient image is used instead, to fit the lighting better.

This is the technical stuff.

The artistic stuff is trickier.
I can't comment much on the historical accuracy, since I had our very well educated and hard working content designers sanity check my work in that aspect. (Shout out to the Imperator content design team!) However I would advise populating the scene a bit more by adding a few more props here and there. Perhaps a table. Some documents. Some statues. Anything that would make sense to have in such a venue and fits the time period.
Always have the lighting in mind. Where is it coming from and how does the light bounce in the room. Understanding how ambient occlusion works will really help you get the right shadows in many places.
Don't be afraid to use photo references. As long as there aren't any copyright infringements, and the references are fitting, feel free to even bring them into the scene and paint over them.
And finally, I will attach a very handy photoshop brush that was used for the majority of these scenes. (Note that you will need to disable its "Color Dynamics" at times.) Even small details are made with this brush, just at a very small brush size.

I can't really answer your question of whether you "should keep going" but I say that if you are enjoying it, go for it! ;)
Whether or not, and how your art would end up in the game when you are done, that's a different question. Regardless of that, I would still encourage you to keep going. Be it for your own pleasure, for practice, or for potential new assets for the game.

I hope this was helpful.

PS: I almost never write on forums, so you'll have to excuse me if this post was unnecessarily long. :oops:
Wow, first of all wow!
Yes please take it as a compliment, I did not expect the lead artist to comment here, and for me personally a long reply with a lot of pointers and tips is very welcome and I thank you!
I also thank you for the brush I will get when I get home, currently on my way home from work.
This is very motivating for me, and I will study every point of your reply in detail, and try to pursue and incorporate it all for the illustrations in the future.
With no expectations, I will still aim high!

Currently I am very busy with other work, but I will definetely push for more illustrations, with the correct brush, lighting, references, dimensions, contrast and more populated/dense with objects relevant to a throne room.

Thank you so much for the feedback and info to continue this journey! :D
 
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Just want to point out that character portraits on the wooded backdround (with birch trees)
I believe the expression is "Imitation is the sincerest form of flattery."
Well, consider me flattered. ;)

If I may, I would like to offer you a few pointers.

These images were initially made in double size. So the original pixel size is 1600x512. Then they are shrunk down to half the size, 800x256 pixels, which you got right. The Pixels per centimeter really doesn't matter. It is only a relevant factor if you intend to use this file for printing.
There are 2 different files for each background. One for the large version (character view) and one for the smaller portraits (everywhere else). The smaller file is just a cut out part of the larger one, which allows you to be more specific with exactly what part of the larger image you wish to display behind the character in the smaller portraits.
An important thing to note is to keep the colors in the image relatively low contrast and not too vibrant. This is to avoid making the image too noisy, which would make the in game information that is shown on top of it harder to read. For instance, you would never see anything painted pure black or pure white in these scenes. (Unless I missed a pixel. o_O)
The characters themselves are 3D models with fixed lighting, making them very hard to fit well together with the background images. For this purpose there is another texture applied on top of the background and the character. This is usually a single color 4x4 pixel texture with a very low opacity that is just stretched over the character and the background. (Example: A character in the desert has a yellowish orange texture applied to it and the background, making the two get very similar colors without changing the 3D model or its lighting.) In more complicated scenes like the throne room, or the prison cell, a full size (800x256 pixel) gradient image is used instead, to fit the lighting better.

This is the technical stuff.

The artistic stuff is trickier.
I can't comment much on the historical accuracy, since I had our very well educated and hard working content designers sanity check my work in that aspect. (Shout out to the Imperator content design team!) However I would advise populating the scene a bit more by adding a few more props here and there. Perhaps a table. Some documents. Some statues. Anything that would make sense to have in such a venue and fits the time period.
Always have the lighting in mind. Where is it coming from and how does the light bounce in the room. Understanding how ambient occlusion works will really help you get the right shadows in many places.
Don't be afraid to use photo references. As long as there aren't any copyright infringements, and the references are fitting, feel free to even bring them into the scene and paint over them.
And finally, I will attach a very handy photoshop brush that was used for the majority of these scenes. (Note that you will need to disable its "Color Dynamics" at times.) Even small details are made with this brush, just at a very small brush size.

I can't really answer your question of whether you "should keep going" but I say that if you are enjoying it, go for it! ;)
Whether or not, and how your art would end up in the game when you are done, that's a different question. Regardless of that, I would still encourage you to keep going. Be it for your own pleasure, for practice, or for potential new assets for the game.

I hope this was helpful.

PS: I almost never write on forums, so you'll have to excuse me if this post was unnecessarily long. :oops:
Very motivational reply for the OP author!

Just want to point out that character portraits on the wooded background (with birch trees) look a bit off and now after learning from your post about texture overlays, designet to better integrate the lighting of the portraits with that of the background, I believe these texture overlays could be the culprit. It is most noticable in characters wirh beards.
 
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Wow, first of all wow!
Yes please take it as a compliment, I did not expect the lead artist to comment here, and for me personally a long reply with a lot of pointers and tips is very welcome and I thank you!
I also thank you for the brush I will get when I get home, currently on my way home from work.
This is very motivating for me, and I will study every point of your reply in detail, and try to pursue and incorporate it all for the illustrations in the future.
With no expectations, I will still aim high!

Currently I am very busy with other work, but I will definetely push for more illustrations, with the correct brush, lighting, references, dimensions, contrast and more populated/dense with objects relevant to a throne room.

Thank you so much for the feedback and info to continue this journey! :D

I'm just happy to see our game and the art in it be so motivational and appealing to people. :)

In theory, this art style is very simple.
Here is an exercise that might help you learn a bit more about this style:
Take a photo of a simple scene. Something without any people in it, or without too complicated shapes. Perhaps a photo of a farm or some fields. Something simple like that.
Then take it into photoshop, create a new layer, and using only the brush I provided paint over the original photo. Use the color picker to get the right colors from the original and paint over it. (Turn off Color Dynamics so it will be easier to get the right color.) The only things you change as you paint are the brush sizes and and the color. The rest is pretty much like tracing a drawing, just with colors instead of lines. Feel free to simplify the shapes where you think it would be too detailed or too noisy.
Once you have painted over everything, make one more layer and fill it with the color of the lighting in the scene. (For example, if its a bright sunny day on a farm with lots of wheat the color would be a slightly faint bright yellow.) Then take this layer and lower its opacity to something like 5%. This should give the scene a slightly more natural look and lower its contrast slightly.
And that's it. Just with these few steps you could probably turn a photo into an image that fits into Imperator.

Just to be clear though, I'm not saying, make art for us. :oops:This is just a good exercise if you want to try this style.

I wish you the best of luck. ;)
And I hope you enjoy this journey.


Just want to point out that character portraits on the wooded backdround (with birch trees)

Very motivational reply for the OP author!

Just want to point out that character portraits on the wooded background (with birch trees) look a bit off and now after learning from your post about texture overlays, designet to better integrate the lighting of the portraits with that of the background, I believe these texture overlays could be the culprit. It is most noticable in characters wirh beards.

Thanks for the feedback.
Hair and lighting of the characters was always the greatest challenge with these portraits (And sometimes their ridiculous giant hats. :D )
If time permits, this is one of several small things that I would like to fix in the game.
...if time permits.

I'll leave you guys here, but don't hesitate to show us your art or send us your feedback. Even if its minor bugs.
We may not always have the time to act on it or respond, but we still appreciate your input.

PS: Shoutout to our great Content Designer, Trin Tragula, who drew my attention to this OP to begin with. :) He has helped me a lot with the historical accuracy and lots of other stuff both on Imperator and on EUIV.
 
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Thanks for the Imperator Photoshop brush! Will give it a try the next time I'm re-purposing your event illustrations for my 'Interesting Histories' mod :)
 
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