AuthorTopic: [WIP] Grass Tiles  (Read 9795 times)

Offline Gromthi

  • 0001
  • *
  • Posts: 13
  • Karma: +0/-0
    • View Profile

[WIP] Grass Tiles

on: November 01, 2007, 04:46:58 pm
Hi everybody, here's one of my first tiles...  :crazy:

Don't hesitate to give me advise(s), thank you very much.



Use this one as a model :

http://www.pixeljoint.com/pixelart/2825.htm

Offline ndchristie

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

Re: [WIP] Grass Tiles

Reply #1 on: November 01, 2007, 04:56:59 pm
heyoo

not bad for a first shot!  however there are a few issues (which are to be expected) that we are running into :

1 - colors/contrast - because you've developed this as it's own piece, it has a very broad range of values for something that needs to be perceived as a relatively simple area.  place a character on this and you'll never find him again!

2 - shapes - these shapes break up the grid well, but the main reason they do this is because they are not very descriptive.  try looking out over grass and imagining ways to describe it in the abstract rather than just making tiny triangles.  This current pattern describes more of a thread mat carpet than it does plant life.

so m main advise comes to "simplify while refining detail" - if that makes sense.
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.

Offline Senad

  • 0010
  • *
  • Posts: 109
  • Karma: +0/-0
  • Pixelious Danger
    • View Profile

Re: [WIP] Grass Tiles

Reply #2 on: November 01, 2007, 05:37:46 pm
Exacly what Adarias said..

You cant have that dark lines on the grass-plattform.. U wont be able to find objects thats being droped/put ingame..

Just make it simple and easy for the eye, coz its the ground we are talking about here, ull be seeing it all the time ingame!

Looking good, Good luck.
God forgive him for his sins I know its was his last minute, You spread his wings so he can only fly.. He will allways be a legend in our hearts and legends never die..

R.I.P Tose Proeski ~Senad

Offline Gromthi

  • 0001
  • *
  • Posts: 13
  • Karma: +0/-0
    • View Profile

Re: [WIP] Grass Tiles

Reply #3 on: November 01, 2007, 06:30:45 pm


Thank you very much for your advise ! Does it look's  easier to eyes ?

Offline ndchristie

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

Re: [WIP] Grass Tiles

Reply #4 on: November 01, 2007, 08:07:21 pm
better, but there's still some issues with descriptive marks and patterning.  The fastest way to flatted while maintaining interest is by using patterning, which essentially renders a field as one entity rather than many objects in a field.

heres a quick example i did (not isometric) where first i made the mark to the left, then worked on mimicking it as a pattern.  The goal here is to flatten the piece entirely, which is not what you want, but it's just an exercise.  ideally your piece will maintain its perceived ground plane (i.e. not look like a wall) and you do that by staggering your pattern so that it is moves faster vertically than it does horizontally.  Overlap helps too for more realistic scenes but you can risk destroying marks that you might want to maintain.

this also is meant to be busy.  For simple works, look at gameboy, c64, and amiga classics to see how few, relatively undetailed tiles can suggest a wealth of variation.



the interesting thing about this is that what im trying to show is that you can use even strange marks to create the feel you want.  dont limit yourself to spaghetti piles!!

best of luck
« Last Edit: November 01, 2007, 08:22:27 pm by Adarias »
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.

Offline Gromthi

  • 0001
  • *
  • Posts: 13
  • Karma: +0/-0
    • View Profile

Re: [WIP] Grass Tiles

Reply #5 on: November 02, 2007, 04:36:21 pm
Damn !!! Think i got it...but maybe too  :'(



As you can see, i totally rebuild the tile, by adding a pattern ( too big no ? ) and by repeating it with some delay beetween pattern ( so as to make the tile not too artificial).

But i think it is still not ok, no ?

Offline zyndikate

  • 0001
  • *
  • Posts: 34
  • Karma: +0/-0
    • View Profile

Re: [WIP] Grass Tiles

Reply #6 on: November 02, 2007, 05:35:01 pm
I dont really think there was anything wrong with the first one - IMO it was too contrasty for beeing a grasstile, so it would be kinda heavy on the eye.. but hey, everything is relevant, dont know how rest of the tiles looked like :)

Here is a little color-edit which I think would work:

I think it can be applied to your new one too, making it a little less contrasty - Just my suggestions.

Offline Gromthi

  • 0001
  • *
  • Posts: 13
  • Karma: +0/-0
    • View Profile

Re: [WIP] Grass Tiles

Reply #7 on: November 02, 2007, 05:59:25 pm
Less contrasty ?
You mean I have to use less differents colors, it is that ?

In my first attempt i had 4 differents green, I should use only 3 differents according to you ?

I am very happy to post my wip here, you really help me guys, thanks ^^

Every suggestions are good to hear  ;)

Offline Senad

  • 0010
  • *
  • Posts: 109
  • Karma: +0/-0
  • Pixelious Danger
    • View Profile

Re: [WIP] Grass Tiles

Reply #8 on: November 02, 2007, 06:10:58 pm
Heres what I made..

God forgive him for his sins I know its was his last minute, You spread his wings so he can only fly.. He will allways be a legend in our hearts and legends never die..

R.I.P Tose Proeski ~Senad

Offline baccaman21

  • 0011
  • **
  • Posts: 549
  • Karma: +0/-0
  • It's critique, don't take it personally.
    • View Profile
    • Linked In

Re: [WIP] Grass Tiles

Reply #9 on: November 02, 2007, 07:03:41 pm
Less contrasty ?
You mean I have to use less differents colors, it is that ?

In my first attempt i had 4 differents green, I should use only 3 differents according to you ?

I am very happy to post my wip here, you really help me guys, thanks ^^

Every suggestions are good to hear  ;)

no... Contrasty means that your color ramp is too contrasty... :P

i.e. Take a look at the brightest color, take a look at the darkest color... and if theres a large range between them then it's high contrast... if it's a small range then it's low contrast...

for example.

Buy the book - The Animator's Survival Kit by Richard Williams

www.burnzombieburn.com