AuthorTopic: [WIP] 16x16 Tilesets for OpenGameArt.org  (Read 11537 times)

Offline API-Beast

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[WIP] 16x16 Tilesets for OpenGameArt.org

on: October 20, 2011, 12:43:36 pm
Some time ago I was asked to do some tilesets for OpenGameArt.org, now I was asked to do some more.

The old ones:
http://opengameart.org/content/cave-tileset-0
http://opengameart.org/content/sewer-tileset
http://opengameart.org/content/worldmapoverworld-tileset

WIP of the desert tileset:


CC is appreciated.

Edit: I actually had finished this one. I just didn't want anymore critique on it so I didn't post it here.
http://opengameart.org/content/desert-tileset-0
« Last Edit: December 20, 2011, 11:49:42 am by Mr. Beast »

Offline Corinthian Baby

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Re: 16x16 Tilesets for OpenGameArt.org

Reply #1 on: October 20, 2011, 04:22:38 pm
I like the idea of these tiles, and what they could be, but the execution is a bit rough, a lot of technical issues hinder this piece.

The main problem for me is the banding. The rocks making up the cliff are so anti-aliased into themselves that they look too blurry and soft, instead of rough and rugged. In your shading technique there also seems to be a lot of random pixel placement. In the top middle of the cliff, there's a lot of vertical streaks that don't really fit into the rock structure. There's also some jaggies, especially around the top sand platform of the cliff.

Color is another problem that hinders this piece. The colors are too basic, and flat in terms of saturation, making it bland. There's high contrast between the cliff and the sand which is good to establish depth. But the problem here, is transition between that sand and cliff. IE, you have some grey AA on the bottom but not at the top of the cliff (though I understand it's a wip). I would drop that grey and go for a darkish orangey beige color. For the browns of the cliff, I would look into hue shifting for more dynamism. Browns can easily regress into reds and purples and progress into yellow.

The whole cliff wall is monotonous, in order to increase the illusion of depth, try to accentuate the sides of the walls (as well as the planes of the rocks, which seem muddled.) Depending on the lightsource, make one side darker, the main side neutral, and one side lighter. It looks you already tried this to an extent, but it should be more clearly stated. Also, I would curve the sides of the cliff more, or even make them rough diagonals because right now it looks too blocky.

As for the sand, it's good that it's low saturated, so the sprites don't get washed away in endless detail. Sand is a difficult texture to capture. I think studying old snes games like Seiken Densetsu 3, and Chrono Trigger can visually answer the idea better than I can articulate it.

I would say, that this is a good start. It reminds me of Romancing Saga 3's desert, which is another game you should study, as well as some of the desert landscapes in the Legcay of Goku series.

Hope this helped, sorry I don't have any visual examples/edits, but I tried to explain everything well enough. Also it would help if you showed sprites, or how some of this tiles, like the sand or the middle part of the cliff.

Offline surt

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Re: [WIP] 16x16 Tilesets for OpenGameArt.org

Reply #2 on: October 21, 2011, 04:17:02 am
I know realism isn't necessarily the goal, but I certainly think you look at some references and take more from them.


More.

In a dry desert there are two main shaping forces: more hoizontal errosion from wind-blown sand, more vertical weathering from thermal expansion.
The sand and rock should be more or less the same material so they should be closer in colour.

Offline API-Beast

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Re: [WIP] 16x16 Tilesets for OpenGameArt.org

Reply #3 on: October 21, 2011, 11:09:49 am
Thank you for your comments guys.

Offline API-Beast

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Re: [WIP] 16x16 Tilesets for OpenGameArt.org

Reply #4 on: October 21, 2011, 08:36:44 pm


The vegetation is for the oasis, so it's what is near water. (Just didn't do the water yet ::) )

Offline pistachio

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Re: [WIP] 16x16 Tilesets for OpenGameArt.org

Reply #5 on: October 21, 2011, 11:01:04 pm
On the rocky wall: Looks like all you did was up the contrast. Unfortunately, I don't think this is going to help with telling what's walkable and what's not. Or rather, it might, but turn out to be very distracting. Aside from that it, doesn't look like desert rock very much... The rocks from the reference photo have more of a layered appearance, and are generally lighter in color. Yours doesn't have to be lighter however. The distinct coloration makes things easier to tell apart.

I think I should demonstrate. Be back with an edit!

On second thought surt's edit shows another good way to go about it, while retaining a style similar to yours.
« Last Edit: October 23, 2011, 08:15:19 am by pistachio »

Offline API-Beast

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Re: [WIP] 16x16 Tilesets for OpenGameArt.org

Reply #6 on: October 22, 2011, 08:08:18 pm
New: Water


And some little testmap:

Offline surt

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Re: [WIP] 16x16 Tilesets for OpenGameArt.org

Reply #7 on: October 23, 2011, 01:32:12 am
Quick cliff edit:

Made less brown.
Hoizontal striations.
Vertical cracks.
Sand sitting atop small protuberances.
No high-frequency rounded forms.
« Last Edit: October 23, 2011, 01:35:08 am by surt »

Offline API-Beast

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Re: [WIP] 16x16 Tilesets for OpenGameArt.org

Reply #8 on: October 23, 2011, 12:29:49 pm
Sorry, but that looks just plain horrible. I don't get what problem you are trying to solve.

The only problem I currently see with my version is that it looks really repetitive if tiled even though there are variations (There are two 32*16 tiles which can be combined arbitrarily.). But I think I can solve that by using less, bigger rocks so it's not recognized by the human eye just as a big complex mess.

« Last Edit: October 23, 2011, 12:40:38 pm by Mr. Beast »

Offline surt

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Re: [WIP] 16x16 Tilesets for OpenGameArt.org

Reply #9 on: October 23, 2011, 01:36:26 pm
Sorry, but that looks just plain horrible. I don't get what problem you are trying to solve.
...
The only problem I currently see with my version is that it looks really repetitive...recognized by the human eye just as a big complex mess.
::)