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16x16 tiles.

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=13739
Printed Date: 11 September 2025 at 9:21am


Topic: 16x16 tiles.
Posted By: Bababooie
Subject: 16x16 tiles.
Date Posted: 20 January 2012 at 9:56pm


Anything you can do to help me make them look better would be appreciated.



Replies:
Posted By: imnumberfour
Date Posted: 21 January 2012 at 10:27am
Are the tiles meant to be cartoonish? If so then they look quite good so far, just a few nitpicks (I wont point them out, as they are just personal preference).

If they are meant to be realistic, then much more detail needs to be added, I also think some tiles lack contrast.


Posted By: Manupix
Date Posted: 21 January 2012 at 1:00pm
There's no obvious difference btw wall and ground (or roof) in the bg tiles, took me a while to get it. Contrast would help lots, but also some specific texturing.


Posted By: Bababooie
Date Posted: 21 January 2012 at 2:43pm
Originally posted by Manupix

There's no obvious difference btw wall and ground (or roof) in the bg tiles, took me a while to get it. Contrast would help lots, but also some specific texturing.



I have a really bright LCD screen, so maybe the contrast is easier for me to see?

Also, could you be more specific about techniques for texturing? I've been trying to texture the road (red tiles) for a while now, and so far I'm pretty stumped.


Posted By: Manupix
Date Posted: 21 January 2012 at 4:24pm
Edit:



I've strongly raised the contrast (and the saturation a little), it still looks dark.
You need to check that monitor: there are test patterns online, you should find one. Otherwise you'll never know if what you do isn't completely off the road on most viewer's monitors. For critical jobs, a calibration device is a must.
But it's maybe only that your eyes get used to whatever you're drawing! It's a terrible fact that the human eye adapts easily to almost anything. Spend long enough working on a piece with a blatant unbalance of anything and it will start looking normal. That's why it's important to stand back from one's work once in a while ;)

I changed the brick edges relatively to the light source (as guessed from the bridge) on both wall and road (the curb shadow indicates a slightly different light source though).
Texture on a wall is likely to have a 'dripping' look which is a good indication of a vertical surface.
Shortened the road bricks (3 versions, each in 2 widths), yours are probably too long because of the view angle, they should look foreshortened. I hinted at cracks for texture, in a not too convincing way. Should have used 2 colors (one bright + one dark) to give them volume. Also worn off corners.




Posted By: Bababooie
Date Posted: 22 January 2012 at 7:40pm
*Bump*

Anyone else care to add their C&C please? :)


Posted By: cure
Date Posted: 22 January 2012 at 7:58pm
you just got heavy cc + an edit. so if you're going to bump, it should be with an update.



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