AuthorTopic: Grass tile  (Read 7235 times)

Offline Froli

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Grass tile

on: December 20, 2006, 02:16:38 pm
Hello! I tried making a grass tile .. and I don't have any ideas how to improve this. Are there some critics and advice you can give me?



Thanks in advance :)

Offline Ryan Cordel

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Re: Grass tile

Reply #1 on: December 20, 2006, 02:23:40 pm
To make the tiling less noticable ofcourse, and use vibrant colors, all I could think of that could benefit the tiles.

Offline gliding

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Re: Grass tile

Reply #2 on: December 20, 2006, 05:06:10 pm
Froli actually did both of these things, ryan. My only crit is that you could have made it less dark.

Offline Ryona

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Re: Grass tile

Reply #3 on: December 20, 2006, 05:10:50 pm
Fantastic grass tiles! I personally think it turned out wonderful.

As for lighting and tone, it all depends on the environment setting that the tiles are in.
« Last Edit: December 20, 2006, 05:17:54 pm by Ryona »

Offline Skull

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Re: Grass tile

Reply #4 on: December 20, 2006, 05:15:18 pm
As for lighting and tone, it all depends on the environment setting that tiles are in.

Yes.. some very very dark grass.. Looks great.

Offline Froli

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Re: Grass tile

Reply #5 on: December 20, 2006, 05:54:19 pm
I guess I'm in a right direction  :P. I experimented with some colors.. 







Offline Faceless

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Re: Grass tile

Reply #6 on: December 20, 2006, 05:54:38 pm
I feel like a bit of an idiot doing this, but I think replacing the corrosponding pixel to this red one, with the tone 1 lighter helps remove the grid even further.

And I hate to be redundant, but it is indeed very dark...
Edit: Um... I like the top right one.

Offline baccaman21

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Re: Grass tile

Reply #7 on: December 20, 2006, 05:56:16 pm
yeah... if you look close there's a grid in dark dark dark green...

I think your contrast is too high... try taking the brightest and darkest then toning them down a touch... and then ramping the colors between...

I'd try and not treat each grass blade with the same level of hilight too - break down those bright sections and make the surface more undulated... it's currently very flat...

like this? >>>

bit rough.... I know... there's definatly a tessalation error... which I've tried to fix
« Last Edit: December 20, 2006, 06:09:32 pm by baccaman21 »
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Offline Rox

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Re: Grass tile

Reply #8 on: December 20, 2006, 06:10:20 pm
Looks fantastic to me. Like baccaman pointed out, it could be a little too constrasty. It looks great, but if anything were to walk on it in a game, this way it looks too "rigid". But as a stand-alone tile, I think it looks great. It's not too dark at all, it looks like something that would fit in a dense, misty jungle type environment.

Baccaman is heading in the right direction if it's supposed to have something walking on it. Then it could do with less contrast to make it look more like a flat surface, so a character walking on it won't look like it's hovering above all the grass.

Offline Froli

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Re: Grass tile

Reply #9 on: December 20, 2006, 06:32:26 pm
Faceless,

Aheheh, took me a minute to find that single dot. edited it already..


Baccaman21,

Oh wow. I'll try this style! this kinda reminds me of Seiken densetsu :D and thanks  for pointing out the contrast . I'm pretty weak with color sense/theories :'(. But with constant practice and guidance here, I'll probably improve in this. <studies the edit>

Rox,

so thats the difference between the original and Baccaman's edit.. I was bothered awhile ago when I placed a character sprite over the grass. Thanks for the heads up