AuthorTopic: RPG tileset mock-up  (Read 7429 times)

Offline Tsugumo

  • 0001
  • *
  • Posts: 23
  • Karma: +0/-0
    • View Profile
    • Bulletproof Outlaws

RPG tileset mock-up

on: March 14, 2007, 07:39:09 pm


took about 9 hours from scratch...not for anything in particular, just hobby stuff.  Haven't done tiles in a while so I'm seein' if I still have the groove haha

colors were a pain...I started out by having grass bright, bushes dark, it was all pretty gross looking.  Spent a solid hour tweaking colors until it clicked for me, how to get leaves to stand out from grass and dirt to stand out from grass and then it all just flowed.  w00t w00t.  I find initial colors are hard to choose sometimes, but once you have a solid set, all the rest of the new colors you introduce are based off the original scheme so they're easier to put in.

To make the tree top I took the bush and stamped it a bunch of times haha so lazy, but I like how it worked out, go figure.  Had to do a ton of touch-up to it.  The tree itself is like, 18 colors I think.  something like that.  Worth it though, I originally had a flat looking tree-top with like 5 colors, but there wasn't enough upper/lower light/shadow variation to make it feel 3d, so I overlayed solid darker colors then grabbed those chunks and color reduced it automatically so it'd be a low # of colors.  hard to explain, I can do up an example sometime if anyone's curious.  big time saver.

http://www.vgmaps.com/ - massively useful for anyone who hasn't seen it.  I went through a bunch of RPG shots for inspiration/analysis on how they chose their colors.

- Tsugumo

Offline AdamAtomic

  • 0100
  • ***
  • Posts: 1188
  • Karma: +0/-0
  • natural born medic
    • View Profile
    • Adam Atomic

Re: RPG tileset mock-up

Reply #1 on: March 14, 2007, 08:04:56 pm
I think these could use a lot of work still, to be honest.  The tiling is very evident across every individual element, and the super-dark grass clashes with the overly bright dirt.  I think your cliff edges turned out pretty solid, though they could use a smidge of AA along the bottom.  The trees need to cast shadows very badly I think, and they lack perspective across the roots/base.  I think you should emphasize the shadows cast by the cliffs a little more as well, they're almost invisible.  I'd like to see hotter colors at the top of the green ramp in the first set, I think you got the contrast better in the other two sets, especially in the tree.  You have some longish lines strung across the top of the trees that read more as errors as opposed to vines (at least to me).  I very much like the vines hanging out of the trees and would like those to be emphasized more (they completely lack outlines or other helpful definition, unlike the rest of the tree and the bush).  I know these only took a day to make, and aspects of them are pretty great, but I don't think they're quite there yet.

Offline ndchristie

  • 0100
  • ***
  • Posts: 2426
  • Karma: +2/-0
    • View Profile

Re: RPG tileset mock-up

Reply #2 on: March 14, 2007, 08:05:23 pm
i liek it, though i dont know if the pink water is working for you.  Also, i know this is jsut a WIP, but i would advocate closer map layouts so that it doesnt get so boring with all the repeated ground and straight ledges.
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.

Offline Crazy Asian Gamer

  • 0010
  • *
  • Posts: 243
  • Karma: +0/-0
  • Guess who follows trends?
    • View Profile
    • CAG's NONEXISTANT Page... of DOOM

Re: RPG tileset mock-up

Reply #3 on: March 14, 2007, 08:19:45 pm
Oooh, brings back fond memories of Earthbound, the trees.

As for the water, I would go for more buffers of water, from the really sandy shallow white frothy waves to some nice deep blue.
I also argue against myself on this point, as the water goes stylistically with the rest of the stuff. But you know, that's up to you. :P

You know, pink water usually isn't a good sign for the environment . :D

Also, that's a really quick-n-dirty way of making a tree... but it still looks nice. Hrm.... where can I use this.... hahaha.

Offline Fry

  • 0010
  • *
  • Posts: 101
  • Karma: +0/-0
    • westenfry
    • View Profile
    • Westen Fry Portfolio

Re: RPG tileset mock-up

Reply #4 on: March 14, 2007, 08:22:02 pm
I really love how the trees turned out, and the pallette choices all work nicely.  Makes me want to bring out some of the classics.  Fall Colors is my favourite.

-Fry

Offline Malor

  • 0011
  • **
  • Posts: 527
  • Karma: +0/-0
  • Masquerading as a black bear.
    • View Profile

Re: RPG tileset mock-up

Reply #5 on: March 14, 2007, 08:39:02 pm
ooh very GBC Zelda-esq. I like it :D
Quote from: Adarias
I'm not going to pretend this is a small task either; certainly none of us here can claim to have accomplished it.  it's the realm of masters.  still, it's what we all have to try for.

Offline AlexHW

  • 0100
  • ***
  • Posts: 1037
  • Karma: +0/-0
    • View Profile
    • AlexHW

Re: RPG tileset mock-up

Reply #6 on: March 14, 2007, 09:49:24 pm
base of trunk is too horizontal, makes it look side-view.
vines cause a splatter look to the area under the leaves, probably due to the unexpectedness of vines being on such types of trees. its unusual because they aren't clearly defined or readable as vines

Offline Serena

  • 0001
  • *
  • Posts: 48
  • Karma: +0/-0
    • View Profile
    • Serena's Deviant Art

Re: RPG tileset mock-up

Reply #7 on: March 14, 2007, 10:14:32 pm
I like it overall, but I think the green looks a bit oversaturated on the trees.  And like Alex said, the vines are hard to read.  From 100% they look like scribbles. Overall, the bottoms of the trees seem a bit rough to me.

Btw, looks like I will be working with you soon. ;)

Offline RhysD

  • 0001
  • *
  • Posts: 41
  • Karma: +0/-0
    • View Profile
    • RhysD.com

Re: RPG tileset mock-up

Reply #8 on: March 15, 2007, 01:33:33 pm
Also, the water doesn't change to purple during fall does it??? hehehe :)

Offline Helm

  • Moderator
  • 0110
  • *
  • Posts: 5159
  • Karma: +0/-0
    • View Profile
    • Asides-Bsides

Re: RPG tileset mock-up

Reply #9 on: March 15, 2007, 02:20:03 pm
This is a tileset made by someone I'd guess hadn't read your tutorials. Which is crazy. My edit that follows isn't good, and i gave up because my neck aches and too much pixelling annoys. You use 38 colors for a tileset that doesn't need more that 24, and there's colors that are only used in 3-4 pixels on some tiles, various nears, generally a quite sloppy palette. There's a stamp in the middle of the trees, which is very odd. You use super-saturation to make up for some faults but in the end the tileset looks as if it's made out of candy and plastic. The lack of a cohesive palette separates each element of your tilemap into a separate entity. It looks as if grassland is swiming on an ocean of dirt, there's priority reading errors. Water is usually not opaque, therefore the color of the earth shows in the shallows. You need at least 3-4 different basic ground tiles to mix them so as it doesn't look like tilegrid, as your tutorial said. Darkest spots usually should be less saturated, not more, though there are exceptions. Do bushes need selout? Are they moving, so the selout theory comes into play where they couldn't read against a non-color-correct background? They're just sitting there. The bushes are too close to their tile limits, a bit square-ish.

When one works for a video game company, he gets used to working fast, efficient and with the tools that he needs, but here you're neglecting basics of pixel art, like a controlled palette and color reusing, and it ends up hurting your piece in a big way.



My edit isn't good, I'm tired. But I hope it helps a bit.

Offline setz

  • 0010
  • *
  • Posts: 220
  • Karma: +0/-0
    • View Profile
    • splixel

Re: RPG tileset mock-up

Reply #10 on: March 15, 2007, 03:48:49 pm
I did abit of an edit myself. The grass didn't really seem that grassy , and the bush didn't seem too bushy (to be honest they looked like green blobs), I re-did the sand as well, mine isn't really better, but yours didn't feel too sandy. You need alot more variation than one tile, I think thats what hurt it the most. The colors were hell, too. The greenery hanging off the tree seemed to bright to be at the bottom, and the trunks bothered me.

Offline Doppleganger

  • 0010
  • *
  • Posts: 284
  • Karma: +2/-0
  • Fall!
    • View Profile

Re: RPG tileset mock-up

Reply #11 on: March 15, 2007, 04:39:08 pm
Apparently, this is a Tsugumo redeux funfest! I too did an edit after seeing Helm's post. I'll agree with him indefinitely on his comments.

As someone who started off pixeling by reading your tutorials and as someone who saw your mage knight dump and was in awe at your skills I was a bit surprised to see that this was done by you. I know how making pixel art as a profession affects how you do it professionally and your tileset reflects that. The difference in my tilesets I do professionally versus the ones I do as a hobby are quite evident. When somebody is paying you 20+ dollars an hour to do something you tend to want to get it done quickly and efficiently rather than beautifully and timey. Fortunately for me I am impatient and am usually able to find a balance between time and beauty. With tilesets that is. I've done countless amounts of them and they're the reason I was able to make it as a freelancer for the past year and a half. Once again, your tutorials played a part in my skills.

The main problems I noticed with the tileset were; lack of unity, sketchy/unreadable objects, and glaring dirt and grass tiles.

I did enjoy the fall version best so I took a stab at redoing that one. The first thing I did was redo the dirt/sand tile. It tiled rather poorly and had too much contrast for the huge expanse it covered. As Helm said, it's better to go with several variations, which is something I normally do. If I'm doing 16x16 tiles I'll usually make one 32x32 tile for tiles that cover large areas. In tradition of old school RPGs and in fairness to you I went with one tile though. Whether or not it was meant to be sand I couldn't very well tell so I went with more dirt like colors.

Next up was the bush. It looked like a grainy square shaped blob to me. I'm not sure how many colors were in it but it felt like too many for it's size. I reduced it down to 5 and focused on details that stood out rather than numerous details. Which I feel is where the granularity came from most likely.

The grass, I feel, suffered most by the choice of colors. While it's cool to hue shift and all that jazz, grass usually isn't the place to do it. The blue stood out too much against the greens and overpowered the whole thing. Originally I tried to recreate your texture in a less contrasty way but, it's just not my style so I went with my traditional method of drawing in blades with the darkest color, thinning them out with the midrange color and then use highlights to break up any tiling. It's an enduring process that usually has me going back and forth between steps but it works fairly well every time. I don't have much else to say on this other than most of the dirt/sand comments apply here.

Finally, there is the tree. Basically your "shortcut" butchered any hopes the tree may have had. It certainly works best in the fall colors but the other color sets create an undistinguishable mass. The lighting, while making sense is too sporadic to lead the eyes to believe that it's where it's supposed to be. The vines blend in too much to be seen as vines and look more like sketchy protrusions. I did like the trunk and I would've left it except I wanted to maintain the sense of style I had "created" up to this point. There's not much to say as to what I did. I basically took the silhouette of the tree and took the time to shade the whole thing rather than stamping it. I have no doubt that this is something you could achieve had you took the time to do so.

The whole image uses 20 colors, as opposed to 38 was it? I managed to get rather low because I shared the paltette between things. I know that's usually a bad thing when making tilesets or any other game art because you can't easily change a certain aspect if you need to but, since it's for hobby reasons and you have ultimate control, there is more lenience. I tried to maintain your sense of saturation and desaturation while creating more fall like colors that worked together. I feel that it turned out fairly well.

I think that pretty much covers everything I wanted to cover. I usually don't go so indepth with critiques but I felt that this was probably a once in a lifetime opportunity and as someone who looks up to you in some way shape or form, it'd nice to hear your thoughts on my thoughts. Haha... K enough of that.



Offline Helm

  • Moderator
  • 0110
  • *
  • Posts: 5159
  • Karma: +0/-0
    • View Profile
    • Asides-Bsides

Re: RPG tileset mock-up

Reply #12 on: March 16, 2007, 01:05:05 am
Excellent critique, excellent edit, Doppleganger. I am glad to have read it.