For many
people Tiles seem to be a book with seven seals.
With this
course I’ll cover most principles of tiling in an RPG view,
As well as
tips on how to cleverly reuse shades in different tiles. Also,
It should
give you a good idea on how to shade tiles in general.
This course
is supposed for the intermediate Pixel artist.
Before you
start:
Before you
start, you should decide on which tile-size to use. Usually, Tiles
range from
8x8 over 16x16 to 32x32 pixels in size, but virtually you could use
any size.
Just keep your platform or tool in mind. It’s often best to stick to
the
standards though.
When you
have decided on the tile size, you should open up your favourite pixel
Program and
create a new file in an approximate tile-set size, so if you have 8x8 tiles
A size of
256x256 would probably work best. But you can also just multiply your
Tile-size,
in this case, 8 with the desired tile count (+ the same for the other axis).
When you
have created your new file, and your program supports a grid,
you should
modify the grid-settings to match your tile-size. If your program doesn’t have a
grid, you should create a check-board pattern with rather neutral colours.
You can
also use the one provided here:

If you have
pallet restrictions, you should also consider using a pallet.
Many
graphic programs allow palletizing inside the program, but personally
I prefer to
use an easy to use pallet in its own file, or layer. This will provide
A great way
to fiddle with the colours.
I personally
always use these palettes,
Which are
your standard 16 colour pallets (15 + transparency). the top left being
The
transparent shade.
now, we
should be ready to start one of these lush RPG tile-sets!
The basic
ground/dirt tiles:
I’m going
to use an 8x8 tile size, but working on bigger “tile-chunks” is
Often
useful, since one tile alone looks pretty repetitive.
I’m going
to work with a 2x2 Chunk.
First,
you’ll have to decide your basic colour. Depending on the look you want,
You can use
more yellowish and grey colours for “dead Earth”
Or red
brown/ Greys for a desert. I’ll stick to your every day’s brown for this
tutorial.

Once you
have decided your basic brown, add some scarce shadows here and there.

Again
depending on the shading you will get a different look.
I choose to
have a rather muddy ground, so I used some rather curved lines.
Be careful
to have several “connection-pixels” on the depending sides,
If you have
structures that leave to the borders of the chunk.
After you
are satisfied with your basic structure, you can add a highlight-shade.

Keep in
mind:
If you
place a light shaded pixel closely to a dark pixel you always
Get a more
apparent edge and vice versa. This is very useful, if you want to
Loosen an
edge at its ends.
Add some
scarce shadows here and there within the dark areas; with a new shade… and the
dirt tile-chunk is done!
You should
now have 4 shades + transparency.
Be sure to
save your tile-chunk on a new layer or as a new file now, so you’ll have it
ready for your final tileset.
Now you can
copy your chunk and start fiddling with the placement of the tiles, as shown in
the picture.

If
your
engine supports Tile-flipping, or you can spare some extratiles you can
flip tiles inside the chunks too as well as the whole chunks.
The Basic
Grass tile:
For the
basic grass tiles I used 4 Shades as well. When shading grass, always make it kind
of curved in shape. The ideal form would be a very slight “S” curve.
For the
actual shading of the grass tiles, you should first fill the tile, with your
basic green, and add small strands of grass here and there, with a lighter
green.
Now choose
your darkest green. Be careful not to get too dark with this shade, as you’ll
only want to use it here and there in the dark areas of your grass-patch.
After that
select a green/slightly yellow highlight colour, to make some strands pop out. Be
Careful not to overdo it with the highlights on the strands though.

Adding the
connection-tiles:
When you
are finished with your 2 basic tile-types you should arange them in chunks the
way I illustrated below.

You’ll
probably notice that each material pops out in the other, piercing your eyes
with it’s square unnatural shape;
Don’worry
though we’ll correct that now!
Add a
shadow rim of your darkest brown on the outer edge of the mud tiles. Now choose
a pretty dark brown colour. Give it a slight blue or purple tint, to add some
more atmosphere and depth to the tiles.
Make sure
the top shadow-line “seems” to be the most defined shadow.
you should
have 9 colours by now.
Now add the
grass tips that the surrounding grass tiles suggest.

feel free
to add some bigger leaves on the connection tiles here and there, too.
Now is the
time to copy and paste your border connection-tiles in the respective
positions.
I used
flipping to add more variation to the left and right borders.

depending
on how far your grass strands pop out, you might need some some additional
corner tiles.
Notice that
I didn’t need to add any additional corners, because my grass-strands on the
connection tiles don’t leave the grass-tiles very far.
Still no
grass-patch is that square in your average RPG-world. That’s why we will add
some random looking connection-tiles as well.
Just follow
the same process as described above, and “think rough”! Keep in mind though,
that your connection tile-chunks should “connect”, with your Materials
and basic connection-tiles.
(for
example, a 3x2 tile chunk, not a 2.5x2 chunk.)

Be sure to
save all your tiles either on a new layer inside your file (Copy layer) or save
all tiles in a new file,
Since we’ll
be moving them around now quite a bit!
The Mockup
and the Eyecatchers:
Now it’s
time to build a mockup with your ground tiles, be sure to try out all sorts of
weird tile combinations with your tiles in the mockup.
This will
help you to get the most out of your tiles, and will give you good direct
feedback of what tiles might add to the tile-set.
The
animated .gif illustrates how I constructed mine.

in this
mockup you can now easily add and try out variouse eye-catchers like flowers,
rocks or treestumps.
We’ll make
a quick jump here, don’t worry though, I’ll describe all added objects in
detail later.

Notice,
that I only added one new colour to the palette, that being a bright
greenish/yellow, that I used in all added elements. (Plant, Flowers, Cracks, Stones)
And given
that colour-count is pretty much everything, that sure is a good thing.
Flowers:
The flowers
mainly work because of the high yellow-portion in the in the new shade. Because
the lightest brown and the new shade aren’t to far apart opticaly,
They go
together well too.
Plant:
The plant
is easily done as well; First shade it with your average 4 greens, then add some
more highlights with the bright shade. Last, add some small shadow-spots in
equivalent positions (meaning under the leaves) to bring in some additional
contrast

Rocks:
Because of
the high yellow value, the bright green can also be used as highlight for the
rather orange bright brown, if used scarce.
Be sure to
add some leaves of grass pointing over the sides of the rock, if it is on a
grassy surface.
Also keep
in mind, that the more contrast there is in a Background-tile, the more it will
seem “concrete” for the player.
Cracks:

The crack
basicly started out as a dark brown line, that got a tad more highlight at the
edges of the crack. Again, the green was used for highlight-spots here and
there.
Here’s the
complete tileset.

Feel free
to edit and experiment with them as much as you like.
I hope you
enjoyed this tutorial (being the first I ever did),
and learned
a bit from it...
Maybe someone will even find and use the “5 lost shades” ;)
-Squirrel
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