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Take a look at a old snes game called Albert Odyssey. (Use a emulator like ZSnes since it will be hard to find a actually copy) It is a great example of how tilesets can be used and how they can be used effectively. The intro to the game shows it perfectly (namely the scene where it shows the castle). Heres a screenshot of it: http://www.gas13.ru/v3/tutorials/2-2.gif
Nice!
I have difficulty reading depth in your mockups. You need more attention with heights, volumes and shading.
The column under the house should be the same height as the middle cliff; it's difficult understanding the volcano height and depth (lava looks lower than water at first sight).
The cliff detail volume contradicts the straight lines at their base, esp in water. Also, this volume disappears in the vertical river cliffs, which makes it difficult to feel depth there too.
The cliffs on both sides of the water can't have the same height, yet the bridge goes straight! (unless there is no cliff on the right bank lowest level, in this case there should be a beach there)
Generally all highlights would need a lighter tone for specular reflexions. The light on the house is not obvious at first sight. The column highlights should be on their sides not middle (unless there's a secondary, diffuse frontal light source, for which there is no other evidence; should be a different hue in this case: lit by blue sky). The columns should have a diffuse cast shadow too. House and cliffs cast oblique shadows but trees cast top-down shadows. The bridge could cast a soft shadow too, and cut off speculars in the water sides.
There shouldn't be grass speculars on one side of the cliff-edges (and path-edges). Which one depends on your choice of sun height.
Lava should have more detail (bubbles!), and cast some reddish light on the volcano cliff and bridge underside.
Palette: I like simple saturated palettes in mockups, yours could be refined though. Locally, the tree and grass greens don't fit too well, the house is too monochromatic. Globally, all colors should interact better and be more balanced. Check this thread.
Hope this helps! ;)
The dark shadows under the trees are a bit intense, it could probably be the same shade as the bulding's shadow.
the red pool definetly needs some more definintion- is it water? lava? Kool-aid?
I think you could probably have some subtle detail repeating in the prue green grass tiles, and the trees could use a little more organic asymmetry.
colours look nice, as do the cliff-walls, but try to fight the straight lines!
This is soo good =D well dne with the house, i love the feeling of it, reminds me of mario
Whoa take it easy with complementaries! Its good work, but the grass should've been less contrast. Anything that is contrast draws the viewers eyes, and unless you want the viewer to focus on the grass instead of the great environment tiles. You should use a more neutral green shade :) but otherwise its nice work. 4/5