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Olivier Wervers edited this page Nov 28, 2021 · 15 revisions

Introduction

Understanding the shadows, and thus the lighting conditions of the original game is essential to replicating the style of the original graphics. The expansion packs graphics show what might happen when lighting isn't consistent.

Base Game

A few examples of shadows as they appear in the base game:

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  • Most scenery pieces appear to have 1 shadow, like the Roman temple and the track piece.
  • Some scenery pieces have 2 shadows like the office block clearly shows on its roof.

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  • Plants do not appear to have shadows for the most part (inconclusive).

Expansions

The expansion packs are graphically very inconsistent with the base game. Whilst they should not be used as a reference for replicating the style, they still offer a good insight into what might happen when it isn't done within the nostalgic style of the base game.

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  • The insect has a black drop shadow. Shadows generally aren't dark enough to turn black in the base game. Additionally, the drop shadow onto an invisible floor limits how the piece can be used in a build.
  • The column piece does not have enough ambient light, causing the entire left side to be unreadable. The base game rarely lets this happen. Simon Foster used additional filler lights when areas were too dark[1].
  • The angle of the sun on the castle corner is very high compared to the much lower sun angle of the base game graphics. This prevents the shadow from being cut off on the next castle piece.

[1] Simon Foster - https://www.youtube.com/watch?v=p6Fci7NWYUo

Use the same lighting rig for all your work. Set up a set of lights for your main light direction but also use filler lights to catch details in the shadows.