AuthorTopic: [WIP] Tiles Assignment from Elk  (Read 2785 times)

Offline NNero

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[WIP] Tiles Assignment from Elk

on: August 26, 2010, 10:52:58 pm
Uh okay, first time posting on here..Elk suggested that I should.
Basically this would kinda be my first time creating building tiles for a game that I play called Graal Online.
It's a little plain, so I guess I would kinda be asking how would I be able to shade this more, but still keep it simple.
I still haven't completed the bottom or the sides to the building but I will post when I get to it.
Also it's supposed to resemble kind of like a stadium outline that can be flexible and be able to be made into different buildings.

Help with shading and more details would be appreciated!

This would kind of just be the roof.
<a href="http://tinypic.com?ref=j5yybp" target="_blank"><img src="http://i36.tinypic.com/j5yybp.png" border="0" alt="Image and video hosting by TinyPic">[/url]

Update:
<a href="http://tinypic.com?ref=2lnfp82" target="_blank"><img src="http://i33.tinypic.com/2lnfp82.png" border="0" alt="Image and video hosting by TinyPic">[/url]


« Last Edit: August 27, 2010, 03:06:24 am by NNero »

Offline questseeker

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Re: [WIP] Tiles Assignment from Elk

Reply #1 on: August 27, 2010, 10:20:44 am
A lateral light source means double the shading work but four times the realism. The top, front, left and right walls should have four different shades.

Apart from that, I don't understand the nature, shape and size of the building.
  • Vertical grooves and frames, like in the front, normally mark prefab blocks in  large building (contradicted by the continuous octagon at the top, which would be a huge and bizarre single-piece beam) or doors (contradicted by the lack of handles etc.) or vertically sliding doors (contradicted by the lack of an upper floor).
  • If the top is a terrace, the octagon is far too thick as a protective waist-high wall, and there should be some access way.
  • The vertical sides of the octagon have bands and lines that a smooth, flat concrete piece shouldn't have.
  • Similarly, all 45° edges have disturbing knots and bumps that shouldn't exist (the main benefit of drawing 45° angles is that pixel lines are perfectly straight).


I think you should try a complete, meaningful building instead of a mere test of your well laid out tileset; you should adapt and compromise organic building designs to carve them into tiles, not design tiles before you make buildings with them.

EDIT: your embedded images shouldn't be links to the tinypic home page (completely useless), nor in fact links at all: this forum has a nifty javascript feature that enlarges the images on clicking, and turning images into links obviously disables it. If you have an useful link (for example to your site or to huge images), you can put it in text.
« Last Edit: August 27, 2010, 10:28:32 am by questseeker »

Offline Elk

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Re: [WIP] Tiles Assignment from Elk

Reply #2 on: August 27, 2010, 01:14:29 pm
A lateral light source means double the shading work but four times the realism. The top, front, left and right walls should have four different shades.

Apart from that, I don't understand the nature, shape and size of the building.
  • Vertical grooves and frames, like in the front, normally mark prefab blocks in  large building (contradicted by the continuous octagon at the top, which would be a huge and bizarre single-piece beam) or doors (contradicted by the lack of handles etc.) or vertically sliding doors (contradicted by the lack of an upper floor).
  • If the top is a terrace, the octagon is far too thick as a protective waist-high wall, and there should be some access way.
  • The vertical sides of the octagon have bands and lines that a smooth, flat concrete piece shouldn't have.
  • Similarly, all 45° edges have disturbing knots and bumps that shouldn't exist (the main benefit of drawing 45° angles is that pixel lines are perfectly straight).


I think you should try a complete, meaningful building instead of a mere test of your well laid out tileset; you should adapt and compromise organic building designs to carve them into tiles, not design tiles before you make buildings with them.

EDIT: your embedded images shouldn't be links to the tinypic home page (completely useless), nor in fact links at all: this forum has a nifty javascript feature that enlarges the images on clicking, and turning images into links obviously disables it. If you have an useful link (for example to your site or to huge images), you can put it in text.

Very well post and I totally agree with you :)...
Aswell, noto (nero), use less tiles please, you can have a better effect with even less, as we are limited in a 512x2048 canvas and 1/4 of the space is used for blocked images, we are quite limited :)
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