![]() |
|
Much appreciation for the advice! I'll have to make a second attempt at this style of tiling after some more studying, and try applying it.
You understood me correctly, I think! I just meant areas of low contrast and relatively low detail (or a decent amount of detail but with very low contrast). Save your contrast for things you want to draw attention to, and for showing depth and important forms.
Ah.. I now realize I paid very little attention to the colors. The colors used in this picture were close to random picks, as I was more focused on form, process, and texture. XP
That's no excuse though, as it was a mistake on my part for not focusing on the colors of the study pieces, and in this work. I didn't use any night scenes as study though. One beach scene, one forest, the gold road, and the town Wendel, so I suppose I should have noticed lol. Thank you for pointing it out, I'll have to continue this study to look into it.
I understand the issue with the contrast, but I'm not sure I understand about the "sufficient areas of flat-ish color". Do you mean that the "ground" areas should be the flat areas of color because of low contrast between ground colors, or is it something else?
Again, thank you very much for the advice. I hope it can help me improve.
Have you tried putting sprites over on it to see how it looks? There's so much contrast I don't think characters would read very well. Because the value range is so similar on each tile, there's no sense of depth or form to anything.
Seiken Densetsu 3's high level of detail only works because it uses lower-contrast colours for the areas where characters walk, and have sufficient areas of flat or flat-ish colour to create resting places for the eyes. Combined with high contrast, it's just overwhelming. SD3's night scenes aren't ideal to learn from because their contrast levels are a bit high in places (Sword of Mana improves on this aspect).
Lol, thank you.