AuthorTopic: [C+C] Top-Down Tileset  (Read 4834 times)

Offline Eyawiin

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[C+C] Top-Down Tileset

on: September 01, 2017, 12:01:27 am
Hey,

A while back I posted a tree here and since then I decided to make a tileset with it.

Here is the Tileset:


I also created an example scene here:


As you can probably tell the tileset is heavily inspired by Minish cap.

Offline questseeker

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Re: [C+C] Top-Down Tileset

Reply #1 on: September 01, 2017, 11:19:32 am
Very elegant and well designed, given the constraint of filling the tile squares completely. Some possible changes and extensions to try:
  • Make trees and grass two different hues: they are different plants, they shouldn't be the same green. Additional types of trees and grass, which are likely to be needed in a finished tileset, should introduce even more distinct hues.
  • As can be seen in the four corner of the rectangular road, dirt and grass convex corners are different: the former are very sharp, the latter are very rounded.
    Both shapes are good, but they are not compatible: you should have tiles for both corner shapes in both terrain types, and use rounded corners and sharp corners in appropriate cases.
    Rounded corners are suitable for the presumably more common cases of dirt trails on grass and natural patches of grass on dirt or dirt on grass; sharp corners are good for more artificial terrain alterations (e.g. a grass football field on dirt or a dirt tennis field on grass) or to follow very straight structures (e.g. a corner of 3 trees, like you would have at the bottom corners of the example if you hadn't used the dual grid trees to add grass patches).

Offline Eyawiin

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Re: [C+C] Top-Down Tileset

Reply #2 on: September 01, 2017, 02:23:27 pm
Hey,

First I changed the Grass color to a brighter one (I dont know if it is too bright now, but it seems fine to me)
I'm gonna create different types of grass and trees later on when i am satisfied with my current type.

Afterwards I created additional grass and dirt corners to match the sharp and rounded ones I had before. (Again not sure if they are too subtle and if I should make them even sharper/rounded).

Here is the updated Tileset:


And here is the updated Example:


On the corners located to the right I used the sharp tiles and on the corners on the left I used the rounded tiles.

Thanks for your Input!

Offline Curly

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Re: [C+C] Top-Down Tileset

Reply #3 on: September 01, 2017, 04:14:26 pm
Everything looks too yellow.
The rock colors pop out too much.
Quick edit:

Offline eishiya

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Re: [C+C] Top-Down Tileset

Reply #4 on: September 01, 2017, 05:20:42 pm
I rather liked the yellow colours, feels like a bright sunny day. Pure green looks too cold. I like the lighter cliffs in the edit though, they did pop too much.

Offline Eyawiin

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Re: [C+C] Top-Down Tileset

Reply #5 on: September 01, 2017, 05:57:20 pm
I also liked the yellow colors a lot more so I decided to keep them like they were.
However I agree that the rocks were a bit too dark for the rest of the tiles so I lightend them up a bit.

Here is the new Tileset:


And here is the new Example:

« Last Edit: September 01, 2017, 06:00:15 pm by Eyawiin »

Offline eishiya

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Re: [C+C] Top-Down Tileset

Reply #6 on: September 01, 2017, 06:34:44 pm
Re: colours, I do think that there is a bit of a feeling of a "piss filter" because everything is rather yellow. Try hue-shifting your shadows towards blue:

While I was at it, I also tweaked your browns to add a bit of hue-shifting, and edited the cave entrance to remove some banding and give it better indication of the light hitting the floor.


I forgot to give feedback on the road corners. I like the rounded corners more!

Do you want a blocky stylised look, or are you aiming for something a little more organic/realistic? If it's the latter, consider making the cliff and road edges a bit more irregular and wavy.

Offline Eyawiin

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Re: [C+C] Top-Down Tileset

Reply #7 on: September 02, 2017, 12:45:24 am
I tried hue shifting the shadows of the Trees towards blue. While doing that I left the top left section of the trees like they were (because the light iss hitting them there) and recolored the shadows at the bottom right.
 I also tried tweaking the browns so they fit better in the environment (However I am not sure why you hue shifted the browns in the first place, an explanation would be much appreciated).
The last thing I did was to make the cave entrance have some light on the floor like you suggested.



I am actually aiming for a more organic environment so I will try to bring some inconsistency into the roads and cliff (maybe I should even make multiple Trees with some variation in them?).

Thanks again for your Help!

Offline eishiya

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Re: [C+C] Top-Down Tileset

Reply #8 on: September 02, 2017, 02:46:07 am
I hue-shifted the browns because a plain ramp looks boring - not really for "realism", just for visual appeal. I probably should've hue-shifted more than I did.

Offline Tensur

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Re: [C+C] Top-Down Tileset

Reply #9 on: September 02, 2017, 05:24:29 am
I think there's too much "bright/saturation" and it can be a pain in the eyes after a little time looking.

greenish edit.

yellowish edit.

Offline Eyawiin

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Re: [C+C] Top-Down Tileset

Reply #10 on: September 02, 2017, 07:15:45 pm
I tried to reduce the saturation and brightness a bit to make it not hurt the eyes so much and I think it looks a ton better now.



I also gave the corners and sides of the cliff other shapoes than jusst straight lines to break the blocky look
« Last Edit: September 02, 2017, 08:39:29 pm by Eyawiin »

Offline Eyawiin

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Re: [C+C] Top-Down Tileset

Reply #11 on: September 03, 2017, 01:52:05 pm
I realized that I was no using the latest iteration of the tree that I made before so i quickly fixed that.
I'm not sure if it looks better though.
I also brought some variation in the dirt path so it looks more organic.
Finally I made some new Tiles for a smaller cliff which I located next to the big one in the example.

Here is the new Tileset:


And here is the Example:

Offline questseeker

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Re: [C+C] Top-Down Tileset

Reply #12 on: September 04, 2017, 07:23:14 am
Finally I made some new Tiles for a smaller cliff which I located next to the big one in the example.
Don't you need ramps, stairs or ladders to connect terrain at different heights? Minish Cap has many types, some lateral and some front-facing.
A generic front-facing ladder, embedded in the cliff faces, should be simple (1 or 2 full tiles) and easy to draw.

Offline aamatniekss

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Re: [C+C] Top-Down Tileset

Reply #13 on: September 04, 2017, 10:22:44 am


Made a quick edit addressing the things I think require the most attention.

Here's the things -
You have a shadow going around almost all of the tree and the rocks there, which makes no sense, since the top of the rocks would be higher than the ground and you couldn't see the shadow there, same for the tree. Instead maybe just try to enlarge the shadow on the lower part a bit more instead of putting it all around the trees etc.

The trees also have some colours that I dont think are required, the light brown and even the darker brown colours(which I did not remove). Plus you could maybe make the tree leaves look more like actual leaves.