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Sasquatch
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Quote Sasquatch Replybullet Topic: (NEED HELP) Wooden Planks
    Posted: 31 January 2015 at 8:07pm

I need help shading and getting the shape right. This is for a tileset and i'm really having trouble with wood textures. Can you guys aid me?
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Quote Sasquatch Replybullet Posted: 31 January 2015 at 8:20pm

Progress but, It still looks flat, and the texture isn't really helping.
I'm trying to make it in LINK to the PAST perspective but I don't want it to show the top of the plank because there will be other wall-parts ontop of it.
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Quote Sasquatch Replybullet Posted: 31 January 2015 at 8:58pm
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Pheno
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Quote Pheno Replybullet Posted: 01 February 2015 at 8:37am
I love the style. To be totally honest, wood planks don't much need depth, and in fact you may want to avoid putting much depth or it may look strange to have a character walking on top of them. These look fine, though.
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Quote Pheno Replybullet Posted: 01 February 2015 at 9:08am

Not very Link-to-the-Past-like, but here's a little stylistic thing you could try out, I guess. I altered the bottom bit of the tile, because as it is it lines up perfectly with the top and looks weird. It's a quick fix, not perfect.

Edited by Pheno - 01 February 2015 at 9:09am
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Quote Sasquatch Replybullet Posted: 01 February 2015 at 11:36am
Originally posted by Pheno


Not very Link-to-the-Past-like, but here's a little stylistic thing you could try out, I guess. I altered the bottom bit of the tile, because as it is it lines up perfectly with the top and looks weird. It's a quick fix, not perfect.
I really like the texture you've put into them, it helped. How would I make them for the walls though? I've forgotten to mention that these are wall tiles, not floor. So adding depth for walls would still be bad?
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Quote r1k Replybullet Posted: 01 February 2015 at 11:47am
It would help to have the planks run horizontally to have them read as walls.

For the perspective, Zelda typically has the height of each plank get shorter as it gets closer to the ground, to show that its getting farther from the viewer.  Here are some examples from lttp and minish cap

http://3.bp.blogspot.com/-Mh4KtnWnHRg/T95LCivGaLI/AAAAAAAAS0o/EdDikpmPBQg/s1600/Legend_of_Zelda-A_Link_to_the_Past_%28SNES%29_34.png
http://www.zeldadungeon.net/Zelda10/TigerScrolls/01.PNG

Also, the separations between each plank right now are too dominant.  When I look at the tiled version posted by Pheno, the horizontal separating lines stand out more the actual wood texture.
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Quote Sasquatch Replybullet Posted: 01 February 2015 at 11:55am
Yea, I honestly feel the black is dominating over the texture itself. Should make it blend more. I'll try making it horizontal but I feel that there should be atleast some tiles that are vertical planks.
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KishiFishy
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Quote KishiFishy Replybullet Posted: 01 February 2015 at 2:09pm
i think that the main thing that bothers me is that the pattern runs perpendicular to the planks. i was studying wooden planks for a while and noticed that more often than not the lines run along the planks instead of across.

i think it'd also help to make the planks longer because people don't usually chop up the planks when they make 'em, but that's just a personal thing i guess.

i don't think you should add too much depth either unless you want to make the planks look like they're loose or something, but the style itself looks pretty good so far though and i love it!
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Quote r1k Replybullet Posted: 01 February 2015 at 2:43pm
Theres 2 reasons I could think of to make the planks vertical.  First, wooden houses are just typically built that way:
http://https://www.google.com/search?q=log+cabin&biw=1280&bih=899&source=lnms&tbm=isch&sa=X&ei=W6XOVNiLJ8PgoASCvIG4Cw&ved=0CAYQ_AUoAQ
Also, its easier to show the depth of the perspective that way.  Heres a quick diagram of how wall perspective works in zelda



As you can see the horizontal parts of the wall are pretty easy and dont require many tiles.  The vertical parts are a little trickier.

Model 'A' is the most realistic.  Having the vertical lines the most diagonal in the corners and gradually shifting towards being straight in the middle of the room.  Obviously this requires a lot of tiles, and gets messy if you want rooms of different sizes.

'B' has all the vertical tiled elements as straight lines.  This is the easiest solution.  You can see that the bricks in the lttp example I linked to does this method.

If the planks dont need to tile, you can have them taper towards the bottom to show perspective, like in this minish cap example
http://nintendo3dsdaily.com/wp-content/uploads/2013/12/Midorahousescreen.png
but, then you can't have them tile obviously.

'C' basically has left side tiles and right side tiles, for the vertical lines.  The nes zelda used this method in dungeons:
http://199.101.98.242/media/shots/56074-Legend_of_Zelda,_The_%28USA%29-2.png
it actually looks close enough to 'A', but it does require twice the tiles as 'B'.

If you want a tiled wall of vertical planks, the easiest, least tile using method would be to just have them all vertical, with maybe an in between tile in the corners since the planks are fairly thin.
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Quote Sasquatch Replybullet Posted: 01 February 2015 at 5:00pm
Originally posted by KishiFishy

i think that the main thing that bothers me is that the pattern runs perpendicular to the planks. i was studying wooden planks for a while</a> and noticed that more often than not the lines run along the planks instead of across.i think it'd also help to make the planks longer because people don't usually chop up the planks when they make 'em, but that's just a personal thing i guess.i don't think you should add too much depth either unless you want to make the planks look like they're loose or something, but the style itself looks pretty good so far though and i love it!

Originally posted by r1k

Theres 2 reasons I could think of to make the planks vertical.  First, wooden houses are just typically built that way:http://https://www.google.com/search?q=log+cabin&biw=1280&bih=899&source=lnms&tbm=isch&sa=X&ei=W6XOVNiLJ8PgoASCvIG4Cw&ved=0CAYQ_AUoAQAlso, its easier to show the depth of the perspective that way.  Heres a quick diagram of how wall perspective works in zeldaAs you can see the horizontal parts of the wall are pretty easy and dont require many tiles.  The vertical parts are a little trickier.Model 'A' is the most realistic.  Having the vertical lines the most diagonal in the corners and gradually shifting towards being straight in the middle of the room.  Obviously this requires a lot of tiles, and gets messy if you want rooms of different sizes.'B' has all the vertical tiled elements as straight lines.  This is the easiest solution.  You can see that the bricks in the lttp example I linked to does this method.If the planks dont need to tile, you can have them taper towards the bottom to show perspective, like in this minish cap examplehttp://nintendo3dsdaily.com/wp-content/uploads/2013/12/Midorahousescreen.pngbut, then you can't have them tile obviously.'C' basically has left side tiles and right side tiles, for the vertical lines.  The nes zelda used this method in dungeons:http://199.101.98.242/media/shots/56074-Legend_of_Zelda,_The_%28USA%29-2.pngit actually looks close enough to 'A', but it does require twice the tiles as 'B'.If you want a tiled wall of vertical planks, the easiest, least tile using method would be to just have them all vertical, with maybe an in between tile in the corners since the planks are fairly thin.




i REALLY APPRECIATE YOUR FEEDBACK! I'm trying to use the Link to the Past perspective (as the game is a modern version with fairly bigger tiles but still follows on the art) and ended up with this:
I like the way I did the top but I feel it will get too repetitive. I also think that the perspective is still off at the top because you can see the depth of the planks at the top and that may be a problem.

Edited by Sasquatch - 01 February 2015 at 5:00pm
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