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Pixel Art / Re: Some side-view structure graphics for new RTS
« on: December 15, 2006, 10:16:00 pm »First off, you can help us critique them by either making the white transparent or by making it a more neutral color. Currently the white makes all the detail you drew too dark, relatively, to see.
It is transparent, actually, but some (all?) versions of Internet Explorer have a png rendering bug that causes transparency to not work properly.
Here's an image with a non-transparent background. (Don't bother analyzing the background, it's just temporary, for mockups.)
I notice a very unpatterned dither in the roofs of the market/bazaar and other buildings. I think shading as shingles or tent fabric would give a more realistic feeling.The dithering is rather chaotic, isn't it? I agree that it does look funky; I'll look into coming up with something better.
I'll probably go with tiles, once I figure out a good tile pattern.
You have several hues in the bazaar/market's wood, but they aren't arranged well in the palette and just jump around. Try fixing that.Yeah, I think I'll redo the wood texture in a more sensical manner. Know any good texturing tutorials?
A stylistic issue I notice is the presence of black lines inside the sprite. They divide it a lot and tend to draw the eye to themselves. Try using a different, but still dark tone or antialiasing them.I stopped doing that partway through the Aviary Spire, as you may note. I agree totally it looks better without black lines interior to the sprite, and I will
revise them.
I like the use of gold accents, but they look perfectly yellow. Gold is a slightly more orangish color, and you could decrease the saturation there.You're right, it looks much better desaturated some. It was supposed to be brass but your point still holds.
In the rounded sections of buildings, you do a good job of showing the lightsource but it looks like you used the noise tool there. If you didn't you used WAY too many colors.As I admitted, it is HSV noise (only very slight noise in the hue channel, more in the value and saturation channels, IIRC). I'll replace it with real wood
texture when I figure out how to make wood (as above).
Thanks for the constructive criticism and pointers!