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Pixel Art / Re: (WIP) RPG NPCs
« on: October 06, 2012, 09:30:47 am »
Hope this help with slime..
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Wall? Imo I Does not look like wall at all.. Its 1 part of the cliff.. http://www.creativeuncut.com/gallery-17/dq6-town-concept1.html Dragon quest have little bit sames style rock that I have.Yep, sorry. I didn't meant wall as in "human-crafted piling of carefully selected rocks" but just as in "something that stands in the way, that goes high". just because (afaik) "cliff" could go both up or down depending on the side you are.
Anyway, I feel like it's time for me to step back a little from this thread: I don't want to divert you away from pixel art by what looks like endless argueing (and is mostly me poorly picking my words/examples).
I thought about something like that when looking at the lofty mountain map, and then I interprete them as
<- such a high wall to climb up!
<- such a deep hole on my way... Is there a bridge nearby to go on the other side ?
In other term, the darker area is more easily read as a hole than as an obstacle.
(okay, it requires more tweaking that my quickly-fried edit, clearly)
You should decrease gloss and the amount of light at the bottom of the cliff. It should get darker when descending.
Something like this
I don't know, I think you might be dwelling on things that ought not be dwelled on. What you have already seems pretty solid as far as aesthetics go, and adding more detail may just make it seem too busy and a stark contrast to the style you have already set with the rest of the work. Is there any reason you want to go for something more detailed?
Really nice improvements here all round, despite your protestations earlier that you preferred a simpler style this is becoming really rather lush and naturalistic .
The horizontal tiling shown earlier looks a bit awkward for squeezing in smaller pieces towards the join. Also, having grey stand-alone rocks next to brown rock-faces is a bit strange in terms of continuity. I'd consider the grey for the cliffs also, because there's already a lot of brown in play, but again it's best to see how it works as a scene.
New rocks look great technique-wise, it is quite hard to see how it'll work as an overhead view cliff without the surrounding tileset though, I would try roughing things out with place-holder tiles whilst working, in order to avoid potential issues.
if you look at the bottom half, of this lofty mountain map, it has the "Mt Tamarrach" layout, with large vertical walls. You will note that chunks of rocks here are aligned in one direction (vertical), and the base of each "spike" could be going further down "behind" the "lower" spikes.
E.g. imho, working from gives it more a "cliff" look.
random directions is fine because it does not matter where you put these cracks
That's true for random pile of rocks that had cracks from random reasons.
If instead you want to render a cliff -- a large part of rock that for some reason had been extruded from the ground by some geological process -- then the rocks are initially part of the same strata, cristals are laid out along one major direction, and the eroding force (wind, sand, water, mana ...) is likely to blow along one major direction, exploiting inherent weakness of the cristals to fracture the structures, hence lower diversity in the cracks orientation.
cwill always have certain direction
Now, of course, this only make sense if you aim for that type of terrain
Imho, the new version is indeed better, but I think you overdid the cracks. Having them on almost every stone is a bit extreme, and you used random directions, too.
Imho, this rock texture could do well in most terrains, but if you're going for a level "à la Mt. Tamaranch", they will not work. Rationale is that, on a regular terrain with small (<6m) cliffs, noone would be surprised if rocks have piled up following the slope. In a mountain, the rocks that remain are supposed to be firmly connected with the core of the mountain.
The orientation of things seems all over the place. I really can't tell if I'm looking at a wall, floor or a mix of both here.