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Author | Message |
Pixel4ever
Midshipman ![]() ![]() Joined: 01 April 2022 Online Status: Offline Posts: 50 |
![]() ![]() ![]() Posted: 24 October 2017 at 6:55am |
It's been a while since I sent my works here.
So I wanted to work on my grass tiles again, I need some feedback on texture of grass and probably the colors. Thank you. :) ![]() |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Nice grass.
1. grid is somewhat apparent, especially in horizontal rows. 2. are these four-leaf clovers emerging from two tile combination an intended feature? ![]() |
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Pixel4ever
Midshipman ![]() ![]() Joined: 01 April 2022 Online Status: Offline Posts: 50 |
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Yeah that four leaf with two tiles were intentional, I thought it would make player see the grid just a bit more difficult. By the way, I made the tileset from scratch, here is the new one, I think I made it noisy again.
![]() Edit: I forgot that I resized the image before I sent this, I apologize for that. |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Yeah, now it is noisy, and low-placed sun shining for unusual direction (bottom-left), judging from the rock. Also, no need to resize, because clicking image would upscale it (shift-clicking downscales).
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Pixel4ever
Midshipman ![]() ![]() Joined: 01 April 2022 Online Status: Offline Posts: 50 |
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I sent the resized image unintentionally, I forgot that I resized it.
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Pixel4ever
Midshipman ![]() ![]() Joined: 01 April 2022 Online Status: Offline Posts: 50 |
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![]() Here, I tried to take out some of the light pixels and reworked on grass. |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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Try to avoid lone pixels, they tend to look noisy. Even 2-pixel lines are pushing it a bit. Commit to your grass blades - give them a cluster of 3+ pixels, or don't draw them. Approaching it that way should help you keep things clean.
Though removing the highlights did help reduce the noise a bit, it makes the grass feel blocky because the highlights - no-highlights boundaries are all straight lines. And there's still a lot of noise. If you're going to be selective about the highlights, maybe reserve them for only the largest, most prominent elements, and avoid highlights on the small bits of grass, since those are the ones that end up being 1-2 pixels big. Not really a critique or hard suggestion, more of a "what if": Have you considered approaching grass not as a sequence of base - blades - highlights, but as base - blades - shadows (with appropriately changed colours)? Grass isn't very shiny, and having the grass blades be your brightest elements might help you avoid the tiny highlights. The shadows would still have some small clusters, but they'd be less prominent and could read more clearly as being overlapped by the grass rather than just noise. |
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Pixel4ever
Midshipman ![]() ![]() Joined: 01 April 2022 Online Status: Offline Posts: 50 |
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![]() I hope this looks better than before. I'll work on it again later since I'm bit tired of grass for now. |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Originally posted by Pixel4ever ![]() I hope this looks better than before. I'll work on it again later since I'm bit tired of grass for now. Sorry to disappoint you, but this one looks worst of all, due to all tiles standing out, instead of blending together. |
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MrHai
Commander ![]() ![]() Joined: 12 January 2014 Location: Norway Online Status: Offline Posts: 119 |
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I quite like the style of the last one, actually.
In what manner are these tiles being used? Is the grass being generated randomly, pulling from these tiles? Or are you placing tiles by hand? If it were me, I would have made one ("empty") tile that repeats seamlessly to use as a base, and then used the other tiles as detail. Maybe even had areas of "empty" (only base tile) grass and areas of detailed grass. I think most of the reason the grid becomes more apparent in the last one is that the detail isn't given enough room - for instance, you're using the same tiles next to each other a lot, which makes the grid stand out. With more "empty" tiles around them, it would look better, I'm sure. |
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"Work is more fun than fun"
-John Cale |
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Pixel4ever
Midshipman ![]() ![]() Joined: 01 April 2022 Online Status: Offline Posts: 50 |
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Originally posted by snv
Originally posted by Pixel4ever Sorry to disappoint you, but this one looks worst of all, due to all tiles standing out, instead of blending together.![]() I hope this looks better than before. I'll work on it again later since I'm bit tired of grass for now. It's all good. I'll be working on it again at some point anyway. |
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NancyGold
Commander ![]() ![]() Joined: 27 October 2021 Online Status: Offline Posts: 526 |
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Also, you can reduce contrast to make it less noisy. Like that:
![]() But we need to see your characters/objects first, to see how they will complement the background. |
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Pixel4ever
Midshipman ![]() ![]() Joined: 01 April 2022 Online Status: Offline Posts: 50 |
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![]() I decided to work on my grass tiles again, dirt road on the right still needs work, but grass blades on the dirt road looks quite bad I know. Also remade all of my grass tiles and I need to know if grid is noticable here. |
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Hapiel
Rear Admiral ![]() ![]() Joined: 30 June 2023 Online Status: Offline Posts: 3266 |
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I think the grid is well hidden :). There is only one dark horizontal line that is nearly uncrossed, in pretty much the middle of the grass. But if you stare at something long enough you can always find a pattern...
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