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Pixel Art Feature Chest / Re: Autumn Tileset WIP - Struggling with Rock texture
« on: September 24, 2012, 11:46:31 am »
So the foliage is almost done.. Any critic?
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although the trunks and trees are much more interesting to look at in their latest incarnation, there's something odd about it: the tail of the roots are now pointing *upwards* ... that's very nice design for wood-crafted armchair but you're deliberately going in the opposite way reality goes.
(that may have been the intent, but if that's not the case, roots might need a final edit).
If you mean the road then yes.. here is little Wip progress if you wan to see it...
Hopefully you are still going to have thje multicoloured foliage?
I love TomF works very much but my style is much simpler than Tomf. I tried to test how it looks if i make very similar leaf texture than Tomf.. And this is the result. I added more than green color imo because it looked boring with my green colors.
My style is little bit like zelda and mother 3 mix. I like very simple style.
You ever going to work this into it?
nice progress, the new one definitely works much better.
the trees perspective fits, and one thing I've noticed that improves it's autumn-ness a lot is the colours are more warm, and the balance of contrast and saturation in your latest works quite well.
only thing I noticed after looking at it awhile is that the clusters of flowers seem to be in a different ground perspective than everything else, but I suppose it's not that noticeable.
#3 or #4 gets my preference, but I'm loving friendly and warm atmosphere in videogames, so that dictate my choice. Instead, *your* choice should be dictated by the atmosphere you want to create. Bright green is fine for younger (or nostalgic) audience who'd rather slice rabbites and pumpkins than zombies or freaky monsters.
At a second look, colours in #3 could be slightly over-burnt and #4 would be my final preference.
The new tree has definitely a more interesting volume and the smaller leaves imho work very well: they're better blending into a general shape and do no longer draw so much attention. I'll have to study how you managed to do that.
I prefer #1 and #3. Probably #3 if I had to pick.
Their angularity is obviously part of the style, but I think that the leaves could be arranged better, to make sure that the foliage is round.
I'd also consider adding a bit more AA to the rocks, just on the jaggier angles between higher-contrast areas:
That is good point but Im not going to use these adjustment for other places.. I want those for only 1 place.
Then you would need more than just different saturation adjustments. You need some trees that are more brown, some trees that are more yellow and some trees that are more red. (Adjusting the levels would look silly.) It's all in the leaves. Also the grass looks a little too lively. It's autumn, so there should be leaves on the ground.
There is no "better". They are not real variations, juste subtle saturation & contrast adjustments, so it's all about your needs in your game. What feeling this place needs to convey ? Is it a safe place near the beginning of the game, or is it a decaying forest near the evil castle ? This is the kind of question you need to ask yourself.
haha, didn't even notice that the old one had rocks in them.
Little color edit, reduced the greens a bit and increased the blues.
The problem with green is that green is perceived much brighter than any other color so they overshadow all the other colors when used to that amount. (Blue is the weakest of all colors, so it primarily just adds a certain tint.)
I really didn't like those small rock.. they looked like sawn tree trunk more than rock to me.
Imho, the new rocks are technically superior. Small leaves on the top and enough grass/leaves at the base looks to be the key to make them integrate the mock up well (larger one may need slightly more grass on the bottom and the left).
They make the overall mockup significantly more busy, though, as they are larger. Your somehow moving your mockup from "close to the forest" towards "close to the mountains" with them.
Little update: Any critic?
I honestly prefer the original version (EDIT: of the small rock) more. The colors, the little blue-green highlights. I think they probably fit better in your game's world, too.
You can change the highlights and colors to match the look of the cliff wall, but I honestly think you should keep them.